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- #include "UnitTestPCH.h"
- #include <assimp/scene.h>
- #include <JoinVerticesProcess.h>
- using namespace std;
- using namespace Assimp;
- class JoinVerticesTest : public ::testing::Test
- {
- public:
- virtual void SetUp();
- virtual void TearDown();
- protected:
- JoinVerticesProcess* piProcess;
- aiMesh* pcMesh;
- };
- // ------------------------------------------------------------------------------------------------
- void JoinVerticesTest::SetUp()
- {
- // construct the process
- piProcess = new JoinVerticesProcess();
- // create a quite small mesh for testing purposes -
- // the mesh itself is *something* but it has redundant vertices
- pcMesh = new aiMesh();
- pcMesh->mNumVertices = 900;
- aiVector3D*& pv = pcMesh->mVertices = new aiVector3D[900];
- for (unsigned int i = 0; i < 3;++i)
- {
- const unsigned int base = i*300;
- for (unsigned int a = 0; a < 300;++a)
- {
- pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a;
- }
- }
- // generate faces - each vertex is referenced once
- pcMesh->mNumFaces = 300;
- pcMesh->mFaces = new aiFace[300];
- for (unsigned int i = 0,p = 0; i < 300;++i)
- {
- aiFace& face = pcMesh->mFaces[i];
- face.mIndices = new unsigned int[ face.mNumIndices = 3 ];
- for (unsigned int a = 0; a < 3;++a)
- face.mIndices[a] = p++;
- }
- // generate extra members - set them to zero to make sure they're identical
- pcMesh->mTextureCoords[0] = new aiVector3D[900];
- for (unsigned int i = 0; i < 900;++i)pcMesh->mTextureCoords[0][i] = aiVector3D( 0.f );
- pcMesh->mNormals = new aiVector3D[900];
- for (unsigned int i = 0; i < 900;++i)pcMesh->mNormals[i] = aiVector3D( 0.f );
- pcMesh->mTangents = new aiVector3D[900];
- for (unsigned int i = 0; i < 900;++i)pcMesh->mTangents[i] = aiVector3D( 0.f );
- pcMesh->mBitangents = new aiVector3D[900];
- for (unsigned int i = 0; i < 900;++i)pcMesh->mBitangents[i] = aiVector3D( 0.f );
- }
- // ------------------------------------------------------------------------------------------------
- void JoinVerticesTest::TearDown()
- {
- delete this->pcMesh;
- delete this->piProcess;
- }
- // ------------------------------------------------------------------------------------------------
- TEST_F(JoinVerticesTest, testProcess)
- {
- // execute the step on the given data
- piProcess->ProcessMesh(pcMesh,0);
- // the number of faces shouldn't change
- ASSERT_EQ(300U, pcMesh->mNumFaces);
- ASSERT_EQ(300U, pcMesh->mNumVertices);
- ASSERT_TRUE(NULL != pcMesh->mNormals);
- ASSERT_TRUE(NULL != pcMesh->mTangents);
- ASSERT_TRUE(NULL != pcMesh->mBitangents);
- ASSERT_TRUE(NULL != pcMesh->mTextureCoords[0]);
- // the order doesn't care
- float fSum = 0.f;
- for (unsigned int i = 0; i < 300;++i)
- {
- aiVector3D& v = pcMesh->mVertices[i];
- fSum += v.x + v.y + v.z;
- EXPECT_FALSE(pcMesh->mNormals[i].x);
- EXPECT_FALSE(pcMesh->mTangents[i].x);
- EXPECT_FALSE(pcMesh->mBitangents[i].x);
- EXPECT_FALSE(pcMesh->mTextureCoords[0][i].x);
- }
- EXPECT_EQ(150.f*299.f*3.f, fSum); // gaussian sum equation
- }
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