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Эх сурвалжийг харах

Generate TestModelFactory for uniform test models in unittests.

Kim Kulling 8 жил өмнө
parent
commit
a46b481985

+ 1 - 0
test/CMakeLists.txt

@@ -56,6 +56,7 @@ SOURCE_GROUP( unit FILES
 
 SET( TEST_SRCS
   unit/TestIOSystem.h
+  unit/TestModelFactory.h
   unit/utAnim.cpp
   unit/AssimpAPITest.cpp
   unit/utBatchLoader.cpp

+ 57 - 0
test/unit/TestModelFactory.h

@@ -0,0 +1,57 @@
+#pragma once
+
+#include "UnitTestPCH.h"
+#include <assimp/scene.h>
+#include <assimp/material.h>
+
+namespace Assimp {
+
+class TestModelFacttory {
+public:
+    TestModelFacttory() {
+        // empty
+    }
+
+    ~TestModelFacttory() {
+        // empty
+    }
+
+    static aiScene *createDefaultTestModel( float &opacity  ) {
+        aiScene *scene( new aiScene );
+        scene->mNumMaterials = 1;
+        scene->mMaterials = new aiMaterial*;
+        scene->mMaterials[ 0 ] = new aiMaterial;
+        aiColor3D color( 1, 0, 0 );
+        EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
+
+        ::srand( static_cast< unsigned int >( ::time( NULL ) ) );
+        opacity = float( rand() ) / float( RAND_MAX );
+        EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
+
+        scene->mNumMeshes = 1;
+        scene->mMeshes = new aiMesh*;
+        scene->mMeshes[ 0 ] = new aiMesh;
+        scene->mMeshes[ 0 ]->mMaterialIndex = 0;
+        scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+        scene->mMeshes[ 0 ]->mNumVertices = 3;
+        scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
+        scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
+        scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
+        scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
+        scene->mMeshes[ 0 ]->mNumFaces = 1;
+        scene->mMeshes[ 0 ]->mFaces = new aiFace;
+        scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
+        scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
+        scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
+        scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
+        scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
+
+        scene->mRootNode = new aiNode;
+        scene->mRootNode->mNumMeshes = 1;
+        scene->mRootNode->mMeshes = new unsigned int( 0 );
+
+        return scene;
+    }
+};
+
+}

+ 16 - 50
test/unit/utIssues.cpp

@@ -44,6 +44,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/Importer.hpp>
 #include <assimp/Exporter.hpp>
 
+#include "TestModelFactory.h"
+
 using namespace Assimp;
 
 class utIssues : public ::testing::Test {
@@ -53,59 +55,23 @@ class utIssues : public ::testing::Test {
 #ifndef ASSIMP_BUILD_NO_EXPORT
 
 TEST_F( utIssues, OpacityBugWhenExporting_727 ) {
-    aiScene *scene( new aiScene );
-
-    scene->mNumMaterials = 1;
-    scene->mMaterials = new aiMaterial*;
-    scene->mMaterials[ 0 ] = new aiMaterial;
-    aiColor3D color( 1, 0, 0 );
-    EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
-
-    ::srand( static_cast<unsigned int>( ::time( NULL ) ) );
-    float opacity( float( rand() ) / float( RAND_MAX ) );
-    EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
-
-    scene->mNumMeshes = 1;
-    scene->mMeshes = new aiMesh*;
-    scene->mMeshes[ 0 ] = new aiMesh;
-    scene->mMeshes[ 0 ]->mMaterialIndex = 0;
-    scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-    scene->mMeshes[ 0 ]->mNumVertices = 3;
-    scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
-    scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
-    scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
-    scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
-    scene->mMeshes[ 0 ]->mNumFaces = 1;
-    scene->mMeshes[ 0 ]->mFaces = new aiFace;
-    scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
-    scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
-    scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
-    scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
-    scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
-
-    scene->mRootNode = new aiNode;
-    scene->mRootNode->mNumMeshes = 1;
-    scene->mRootNode->mMeshes = new unsigned int( 0 );
-
+    float opacity;
+    aiScene *scene( TestModelFacttory::createDefaultTestModel( opacity ) );
     Assimp::Importer importer;
     Assimp::Exporter exporter;
-    for ( std::size_t i( 0 ); i < exporter.GetExportFormatCount(); ++i ) {
                 
-        std::string path;
-        const aiExportFormatDesc *desc( exporter.GetExportFormatDescription( i ) );
-        EXPECT_NE( desc, nullptr );
-        path.append( desc->fileExtension );
-        if ( "dae" == path ) {
-            EXPECT_EQ( AI_SUCCESS, exporter.Export( scene, desc->id, path ) );
-            const aiScene *newScene( importer.ReadFile( path, 0 ) );
-            EXPECT_TRUE( NULL != newScene );
-            float newOpacity;
-            if ( newScene->mNumMaterials > 0 ) {
-                std::cout << "Desc = " << desc->description << "\n";
-                EXPECT_EQ( AI_SUCCESS, newScene->mMaterials[ 0 ]->Get( AI_MATKEY_OPACITY, newOpacity ) );
-                EXPECT_EQ( opacity, newOpacity );
-            }
-        }
+    std::string path = "dae";
+    const aiExportFormatDesc *desc( exporter.GetExportFormatDescription( 0 ) );
+    EXPECT_NE( desc, nullptr );
+    path.append( desc->fileExtension );
+    EXPECT_EQ( AI_SUCCESS, exporter.Export( scene, desc->id, path ) );
+    const aiScene *newScene( importer.ReadFile( path, 0 ) );
+    EXPECT_TRUE( NULL != newScene );
+    float newOpacity;
+    if ( newScene->mNumMaterials > 0 ) {
+        std::cout << "Desc = " << desc->description << "\n";
+        EXPECT_EQ( AI_SUCCESS, newScene->mMaterials[ 0 ]->Get( AI_MATKEY_OPACITY, newOpacity ) );
+        EXPECT_EQ( opacity, newOpacity );
     }
 }