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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- #include "UnitTestPCH.h"
- #include <assimp/cexport.h>
- #include <assimp/postprocess.h>
- #include <assimp/scene.h>
- #include <assimp/Exporter.hpp>
- #include <assimp/Importer.hpp>
- class BlendImportAreaLight : public ::testing::Test {
- public:
- BlendImportAreaLight() :
- im(nullptr) {}
- ~BlendImportAreaLight() override = default;
- void SetUp() override {
- im = new Assimp::Importer();
- }
- void TearDown() override {
- delete im;
- }
- protected:
- Assimp::Importer *im;
- };
- // ------------------------------------------------------------------------------------------------
- TEST_F(BlendImportAreaLight, testImportLight) {
- const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/AreaLight_269.blend", aiProcess_ValidateDataStructure);
- ASSERT_TRUE(pTest != nullptr);
- ASSERT_TRUE(pTest->HasLights());
- std::vector<std::pair<std::string, size_t>> lightNames;
- for (size_t i = 0; i < pTest->mNumLights; i++) {
- lightNames.emplace_back(pTest->mLights[i]->mName.C_Str(), i);
- }
- std::sort(lightNames.begin(), lightNames.end());
- std::vector<aiLight> lights;
- for (size_t i = 0; i < pTest->mNumLights; ++i) {
- lights.push_back(*pTest->mLights[lightNames[i].second]);
- }
- ASSERT_STREQ(lights[0].mName.C_Str(), "Bar");
- ASSERT_STREQ(lights[1].mName.C_Str(), "Baz");
- ASSERT_STREQ(lights[2].mName.C_Str(), "Foo");
- ASSERT_EQ(lights[0].mType, aiLightSource_AREA);
- ASSERT_EQ(lights[1].mType, aiLightSource_POINT);
- ASSERT_EQ(lights[2].mType, aiLightSource_AREA);
- EXPECT_FLOAT_EQ(lights[0].mSize.x, 0.5f);
- EXPECT_FLOAT_EQ(lights[0].mSize.y, 2.0f);
- EXPECT_FLOAT_EQ(lights[2].mSize.x, 1.0f);
- EXPECT_FLOAT_EQ(lights[2].mSize.y, 1.0f);
- EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.r, 42.0f);
- EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.g, 42.0f);
- EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.b, 42.0f);
- EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.r, 1.0f);
- EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.g, 1.0f);
- EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.b, 1.0f);
- EXPECT_FLOAT_EQ(lights[0].mDirection.x, 0.0f);
- EXPECT_FLOAT_EQ(lights[0].mDirection.y, 0.0f);
- EXPECT_FLOAT_EQ(lights[0].mDirection.z, -1.0f);
- EXPECT_FLOAT_EQ(lights[2].mDirection.x, 0.0f);
- EXPECT_FLOAT_EQ(lights[2].mDirection.y, 0.0f);
- EXPECT_FLOAT_EQ(lights[2].mDirection.z, -1.0f);
- }
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