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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/scene.h>
- #include "PostProcessing/JoinVerticesProcess.h"
- using namespace std;
- using namespace Assimp;
- class utJoinVertices : public ::testing::Test {
- public:
- utJoinVertices() :
- Test(), piProcess(nullptr), pcMesh(nullptr) {
- // empty
- }
- protected:
- virtual void SetUp();
- virtual void TearDown();
- protected:
- JoinVerticesProcess *piProcess;
- aiMesh *pcMesh;
- };
- // ------------------------------------------------------------------------------------------------
- void utJoinVertices::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];
- pcMesh->mBitangents = new aiVector3D[900];
- pcMesh->mNormals = new aiVector3D[900];
- pcMesh->mTangents = new aiVector3D[900];
- for (unsigned int i = 0; i < 900; ++i) {
- pcMesh->mTextureCoords[0][i] = aiVector3D(0.f);
- pcMesh->mNormals[i] = aiVector3D(0.f);
- pcMesh->mTangents[i] = aiVector3D(0.f);
- pcMesh->mBitangents[i] = aiVector3D(0.f);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void utJoinVertices::TearDown() {
- delete this->pcMesh;
- pcMesh = nullptr;
- delete this->piProcess;
- piProcess = nullptr;
- }
- // ------------------------------------------------------------------------------------------------
- TEST_F(utJoinVertices, 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(nullptr != pcMesh->mNormals);
- ASSERT_TRUE(nullptr != pcMesh->mTangents);
- ASSERT_TRUE(nullptr != pcMesh->mBitangents);
- ASSERT_TRUE(nullptr != 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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