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@@ -58,8 +58,7 @@ protected:
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SplitLargeMeshesProcess_Triangle* piProcessTriangle;
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SplitLargeMeshesProcess_Triangle* piProcessTriangle;
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SplitLargeMeshesProcess_Vertex* piProcessVertex;
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SplitLargeMeshesProcess_Vertex* piProcessVertex;
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- aiMesh* pcMesh1;
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- aiMesh* pcMesh2;
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+
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};
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};
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@@ -72,44 +71,6 @@ void SplitLargeMeshesTest::SetUp()
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this->piProcessTriangle->SetLimit(1000);
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this->piProcessTriangle->SetLimit(1000);
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this->piProcessVertex->SetLimit(1000);
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this->piProcessVertex->SetLimit(1000);
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- this->pcMesh1 = new aiMesh();
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- pcMesh1->mNumVertices = 2100; // quersumme: 3
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- pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
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- pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
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-
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- pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
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- pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
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-
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- unsigned int qq = 0;
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- for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
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- {
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- aiFace& face = pcMesh1->mFaces[i];
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- face.mNumIndices = 3;
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- face.mIndices = new unsigned int[3];
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- face.mIndices[0] = qq++;
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- face.mIndices[1] = qq++;
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- face.mIndices[2] = qq++;
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- }
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-
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- // generate many, many faces with randomized indices for
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- // the second mesh
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- this->pcMesh2 = new aiMesh();
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- pcMesh2->mNumVertices = 3000;
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- pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
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- pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
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-
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- pcMesh2->mNumFaces = 10000;
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- pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
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-
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- for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
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- {
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- aiFace& face = pcMesh2->mFaces[i];
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- face.mNumIndices = 3;
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- face.mIndices = new unsigned int[3];
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- face.mIndices[0] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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- face.mIndices[1] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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- face.mIndices[2] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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- }
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@@ -124,6 +85,26 @@ TEST_F(SplitLargeMeshesTest, testVertexSplit)
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{
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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+ aiMesh *pcMesh1 = new aiMesh();
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+ pcMesh1->mNumVertices = 2100; // quersumme: 3
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+ pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
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+ pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
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+
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+ pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
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+ pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
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+
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+ unsigned int qq = 0;
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+ for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
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+ {
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+ aiFace& face = pcMesh1->mFaces[i];
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+ face.mNumIndices = 3;
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+ face.mIndices = new unsigned int[3];
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+ face.mIndices[0] = qq++;
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+ face.mIndices[1] = qq++;
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+ face.mIndices[2] = qq++;
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+ }
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+
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+
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int iOldFaceNum = (int)pcMesh1->mNumFaces;
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int iOldFaceNum = (int)pcMesh1->mNumFaces;
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piProcessVertex->SplitMesh(0,pcMesh1,avOut);
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piProcessVertex->SplitMesh(0,pcMesh1,avOut);
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@@ -147,6 +128,26 @@ TEST_F(SplitLargeMeshesTest, testTriangleSplit)
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{
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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+ // generate many, many faces with randomized indices for
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+ // the second mesh
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+ aiMesh *pcMesh2 = new aiMesh();
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+ pcMesh2->mNumVertices = 3000;
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+ pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
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+ pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
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+
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+ pcMesh2->mNumFaces = 10000;
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+ pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
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+
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+ for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
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+ {
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+ aiFace& face = pcMesh2->mFaces[i];
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+ face.mNumIndices = 3;
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+ face.mIndices = new unsigned int[3];
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+ face.mIndices[0] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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+ face.mIndices[1] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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+ face.mIndices[2] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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+ }
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+
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// the number of faces shouldn't change
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// the number of faces shouldn't change
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int iOldFaceNum = (int)pcMesh2->mNumFaces;
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int iOldFaceNum = (int)pcMesh2->mNumFaces;
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piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
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piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
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