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@@ -90,28 +90,36 @@ void PretransformVerticesTest::SetUp()
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// add 5 empty materials
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scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
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- for (unsigned int i = 0; i < 5;++i)
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+ for (unsigned int i = 0; i < 5;++i) {
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scene->mMaterials[i] = new aiMaterial();
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+ }
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// add 25 test meshes
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scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
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- for (unsigned int i = 0; i < 25;++i) {
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- aiMesh* mesh = scene->mMeshes[i] = new aiMesh();
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+ for ( unsigned int i = 0; i < 25; ++i) {
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+ aiMesh* mesh = scene->mMeshes[ i ] = new aiMesh();
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mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
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mesh->mFaces = new aiFace[ mesh->mNumFaces = 10+i ];
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mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
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- aiFace& f = mesh->mFaces[a];
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- f.mIndices = new unsigned int [f.mNumIndices = 1];
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+ aiFace& f = mesh->mFaces[ a ];
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+ f.mIndices = new unsigned int [ f.mNumIndices = 1 ];
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f.mIndices[0] = a*3;
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mesh->mVertices[a] = aiVector3D((float)i,(float)a,0.f);
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}
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mesh->mMaterialIndex = i%5;
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- if (i % 2)
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+ if (i % 2) {
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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+ for ( unsigned int normalIdx=0; normalIdx<mesh->mNumVertices; ++normalIdx ) {
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+ mesh->mNormals[ normalIdx ].x = 1.0f;
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+ mesh->mNormals[ normalIdx ].y = 1.0f;
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+ mesh->mNormals[ normalIdx ].z = 1.0f;
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+ mesh->mNormals[ normalIdx ].Normalize();
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+ }
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+ }
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}
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// construct some nodes (1+25)
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