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@@ -12,179 +12,179 @@ class RemoveVCProcessTest : public ::testing::Test
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{
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public:
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- virtual void SetUp();
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- virtual void TearDown();
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+ virtual void SetUp();
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+ virtual void TearDown();
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protected:
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- RemoveVCProcess* piProcess;
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- aiScene* pScene;
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+ RemoveVCProcess* piProcess;
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+ aiScene* pScene;
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};
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// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::SetUp()
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{
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- // construct the process
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- piProcess = new RemoveVCProcess();
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- pScene = new aiScene();
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-
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- // fill the scene ..
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- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 2];
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- pScene->mMeshes[0] = new aiMesh();
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- pScene->mMeshes[1] = new aiMesh();
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-
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- pScene->mMeshes[0]->mNumVertices = 120;
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- pScene->mMeshes[0]->mVertices = new aiVector3D[120];
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- pScene->mMeshes[0]->mNormals = new aiVector3D[120];
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- pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120];
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- pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120];
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- pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120];
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- pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120];
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-
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- pScene->mMeshes[1]->mNumVertices = 120;
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- pScene->mMeshes[1]->mVertices = new aiVector3D[120];
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-
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- pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 2];
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- pScene->mAnimations[0] = new aiAnimation();
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- pScene->mAnimations[1] = new aiAnimation();
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-
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- pScene->mTextures = new aiTexture*[pScene->mNumTextures = 2];
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- pScene->mTextures[0] = new aiTexture();
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- pScene->mTextures[1] = new aiTexture();
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-
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- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2];
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- pScene->mMaterials[0] = new aiMaterial();
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- pScene->mMaterials[1] = new aiMaterial();
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-
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- pScene->mLights = new aiLight*[pScene->mNumLights = 2];
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- pScene->mLights[0] = new aiLight();
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- pScene->mLights[1] = new aiLight();
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-
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- pScene->mCameras = new aiCamera*[pScene->mNumCameras = 2];
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- pScene->mCameras[0] = new aiCamera();
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- pScene->mCameras[1] = new aiCamera();
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-
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- // COMPILE TEST: aiMaterial may no add any extra members,
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- // so we don't need a virtual destructor
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- char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
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- check[0] = 0;
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- // to remove compiler warning
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- EXPECT_TRUE( check );
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+ // construct the process
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+ piProcess = new RemoveVCProcess();
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+ pScene = new aiScene();
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+
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+ // fill the scene ..
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+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 2];
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+ pScene->mMeshes[0] = new aiMesh();
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+ pScene->mMeshes[1] = new aiMesh();
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+
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+ pScene->mMeshes[0]->mNumVertices = 120;
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+ pScene->mMeshes[0]->mVertices = new aiVector3D[120];
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+ pScene->mMeshes[0]->mNormals = new aiVector3D[120];
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+ pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120];
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+ pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120];
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+ pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120];
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+ pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120];
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+
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+ pScene->mMeshes[1]->mNumVertices = 120;
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+ pScene->mMeshes[1]->mVertices = new aiVector3D[120];
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+
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+ pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 2];
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+ pScene->mAnimations[0] = new aiAnimation();
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+ pScene->mAnimations[1] = new aiAnimation();
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+
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+ pScene->mTextures = new aiTexture*[pScene->mNumTextures = 2];
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+ pScene->mTextures[0] = new aiTexture();
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+ pScene->mTextures[1] = new aiTexture();
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+
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+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2];
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+ pScene->mMaterials[0] = new aiMaterial();
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+ pScene->mMaterials[1] = new aiMaterial();
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+
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+ pScene->mLights = new aiLight*[pScene->mNumLights = 2];
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+ pScene->mLights[0] = new aiLight();
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+ pScene->mLights[1] = new aiLight();
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+
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+ pScene->mCameras = new aiCamera*[pScene->mNumCameras = 2];
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+ pScene->mCameras[0] = new aiCamera();
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+ pScene->mCameras[1] = new aiCamera();
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+
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+ // COMPILE TEST: aiMaterial may no add any extra members,
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+ // so we don't need a virtual destructor
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+ char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
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+ check[0] = 0;
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+ // to remove compiler warning
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+ EXPECT_TRUE( check );
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}
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// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::TearDown()
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{
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- delete pScene;
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- delete piProcess;
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+ delete pScene;
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+ delete piProcess;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshRemove)
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{
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- piProcess->SetDeleteFlags(aiComponent_MESHES);
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- piProcess->Execute(pScene);
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+ piProcess->SetDeleteFlags(aiComponent_MESHES);
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+ piProcess->Execute(pScene);
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- EXPECT_TRUE(NULL == pScene->mMeshes);
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- EXPECT_EQ(0U, pScene->mNumMeshes);
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- EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
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+ EXPECT_TRUE(NULL == pScene->mMeshes);
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+ EXPECT_EQ(0U, pScene->mNumMeshes);
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+ EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testAnimRemove)
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{
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- piProcess->SetDeleteFlags(aiComponent_ANIMATIONS);
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- piProcess->Execute(pScene);
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+ piProcess->SetDeleteFlags(aiComponent_ANIMATIONS);
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+ piProcess->Execute(pScene);
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- EXPECT_TRUE(NULL == pScene->mAnimations);
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- EXPECT_EQ(0U, pScene->mNumAnimations);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ EXPECT_TRUE(NULL == pScene->mAnimations);
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+ EXPECT_EQ(0U, pScene->mNumAnimations);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMaterialRemove)
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{
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- piProcess->SetDeleteFlags(aiComponent_MATERIALS);
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- piProcess->Execute(pScene);
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-
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- // there should be one default material now ...
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- EXPECT_TRUE(1 == pScene->mNumMaterials &&
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- pScene->mMeshes[0]->mMaterialIndex == 0 &&
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- pScene->mMeshes[1]->mMaterialIndex == 0);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ piProcess->SetDeleteFlags(aiComponent_MATERIALS);
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+ piProcess->Execute(pScene);
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+
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+ // there should be one default material now ...
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+ EXPECT_TRUE(1 == pScene->mNumMaterials &&
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+ pScene->mMeshes[0]->mMaterialIndex == 0 &&
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+ pScene->mMeshes[1]->mMaterialIndex == 0);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testTextureRemove)
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{
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- piProcess->SetDeleteFlags(aiComponent_TEXTURES);
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- piProcess->Execute(pScene);
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+ piProcess->SetDeleteFlags(aiComponent_TEXTURES);
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+ piProcess->Execute(pScene);
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- EXPECT_TRUE(NULL == pScene->mTextures);
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- EXPECT_EQ(0U, pScene->mNumTextures);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ EXPECT_TRUE(NULL == pScene->mTextures);
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+ EXPECT_EQ(0U, pScene->mNumTextures);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testCameraRemove)
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{
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- piProcess->SetDeleteFlags(aiComponent_CAMERAS);
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- piProcess->Execute(pScene);
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+ piProcess->SetDeleteFlags(aiComponent_CAMERAS);
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+ piProcess->Execute(pScene);
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- EXPECT_TRUE(NULL == pScene->mCameras);
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- EXPECT_EQ(0U, pScene->mNumCameras);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ EXPECT_TRUE(NULL == pScene->mCameras);
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+ EXPECT_EQ(0U, pScene->mNumCameras);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testLightRemove)
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{
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- piProcess->SetDeleteFlags(aiComponent_LIGHTS);
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- piProcess->Execute(pScene);
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+ piProcess->SetDeleteFlags(aiComponent_LIGHTS);
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+ piProcess->Execute(pScene);
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- EXPECT_TRUE(NULL == pScene->mLights);
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- EXPECT_EQ(0U, pScene->mNumLights);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ EXPECT_TRUE(NULL == pScene->mLights);
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+ EXPECT_EQ(0U, pScene->mNumLights);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA)
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{
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- piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3));
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- piProcess->Execute(pScene);
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-
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- EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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- !pScene->mMeshes[0]->mTextureCoords[1] &&
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- !pScene->mMeshes[0]->mTextureCoords[2] &&
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- !pScene->mMeshes[0]->mTextureCoords[3]);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3));
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+ piProcess->Execute(pScene);
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+
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+ EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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+ !pScene->mMeshes[0]->mTextureCoords[1] &&
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+ !pScene->mMeshes[0]->mTextureCoords[2] &&
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+ !pScene->mMeshes[0]->mTextureCoords[3]);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB)
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{
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- piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS);
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- piProcess->Execute(pScene);
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-
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- EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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- pScene->mMeshes[0]->mTextureCoords[1] &&
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- pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ...
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- !pScene->mMeshes[0]->mTextureCoords[3] &&
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- !pScene->mMeshes[0]->mNormals);
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- EXPECT_EQ(0U, pScene->mFlags);
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+ piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS);
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+ piProcess->Execute(pScene);
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+
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+ EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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+ pScene->mMeshes[0]->mTextureCoords[1] &&
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+ pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ...
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+ !pScene->mMeshes[0]->mTextureCoords[3] &&
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+ !pScene->mMeshes[0]->mNormals);
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+ EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testRemoveEverything)
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{
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- piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
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- aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES);
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- piProcess->Execute(pScene);
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- EXPECT_EQ(0U, pScene->mNumAnimations);
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- EXPECT_EQ(0U, pScene->mNumCameras);
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- EXPECT_EQ(0U, pScene->mNumLights);
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- EXPECT_EQ(0U, pScene->mNumMeshes);
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- EXPECT_EQ(0U, pScene->mNumTextures);
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- // Only the default material should remain.
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- EXPECT_EQ(1U, pScene->mNumMaterials);
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+ piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
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+ aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES);
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+ piProcess->Execute(pScene);
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+ EXPECT_EQ(0U, pScene->mNumAnimations);
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+ EXPECT_EQ(0U, pScene->mNumCameras);
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+ EXPECT_EQ(0U, pScene->mNumLights);
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+ EXPECT_EQ(0U, pScene->mNumMeshes);
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+ EXPECT_EQ(0U, pScene->mNumTextures);
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+ // Only the default material should remain.
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+ EXPECT_EQ(1U, pScene->mNumMaterials);
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}
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