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- #include "UnitTestPCH.h"
- #include <assimp/scene.h>
- #include <PretransformVertices.h>
- using namespace std;
- using namespace Assimp;
- class PretransformVerticesTest : public ::testing::Test
- {
- public:
- virtual void SetUp();
- virtual void TearDown();
- protected:
- aiScene* scene;
- PretransformVertices* process;
- };
- // ------------------------------------------------------------------------------------------------
- void AddNodes(unsigned int num, aiNode* father, unsigned int depth)
- {
- father->mChildren = new aiNode*[father->mNumChildren = 5];
- for (unsigned int i = 0; i < 5; ++i) {
- aiNode* nd = father->mChildren[i] = new aiNode();
- nd->mName.length = sprintf(nd->mName.data,"%i%i",depth,i);
- // spawn two meshes
- nd->mMeshes = new unsigned int[nd->mNumMeshes = 2];
- nd->mMeshes[0] = num*5+i;
- nd->mMeshes[1] = 24-(num*5+i); // mesh 12 is special ... it references the same mesh twice
- // setup an unique transformation matrix
- nd->mTransformation.a1 = num*5.f+i + 1;
- }
- if (depth > 1) {
- for (unsigned int i = 0; i < 5; ++i)
- AddNodes(i, father->mChildren[i],depth-1);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void PretransformVerticesTest::SetUp()
- {
- scene = new aiScene();
- // add 5 empty materials
- scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
- for (unsigned int i = 0; i < 5;++i)
- scene->mMaterials[i] = new aiMaterial();
- // add 25 test meshes
- scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
- for (unsigned int i = 0; i < 25;++i) {
- aiMesh* mesh = scene->mMeshes[i] = new aiMesh();
- mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
- mesh->mFaces = new aiFace[ mesh->mNumFaces = 10+i ];
- mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
- aiFace& f = mesh->mFaces[a];
- f.mIndices = new unsigned int [f.mNumIndices = 1];
- f.mIndices[0] = a*3;
- mesh->mVertices[a] = aiVector3D((float)i,(float)a,0.f);
- }
- mesh->mMaterialIndex = i%5;
- if (i % 2)
- mesh->mNormals = new aiVector3D[mesh->mNumVertices];
- }
- // construct some nodes (1+25)
- scene->mRootNode = new aiNode();
- scene->mRootNode->mName.Set("Root");
- AddNodes(0,scene->mRootNode,2);
- process = new PretransformVertices();
- }
- // ------------------------------------------------------------------------------------------------
- void PretransformVerticesTest::TearDown()
- {
- delete scene;
- delete process;
- }
- // ------------------------------------------------------------------------------------------------
- TEST_F(PretransformVerticesTest, testProcessCollapseHierarchy)
- {
- process->KeepHierarchy(false);
- process->Execute(scene);
- EXPECT_EQ(5U, scene->mNumMaterials);
- EXPECT_EQ(10U, scene->mNumMeshes); // every second mesh has normals
- }
- // ------------------------------------------------------------------------------------------------
- TEST_F(PretransformVerticesTest, testProcessKeepHierarchy)
- {
- process->KeepHierarchy(true);
- process->Execute(scene);
- EXPECT_EQ(5U, scene->mNumMaterials);
- EXPECT_EQ(49U, scene->mNumMeshes); // see note on mesh 12 above
- }
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