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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 "PostProcessing/PretransformVertices.h"
- #include <assimp/scene.h>
- using namespace std;
- using namespace Assimp;
- class PretransformVerticesTest : public ::testing::Test {
- public:
- PretransformVerticesTest() :
- Test(), mScene(nullptr), mProcess(nullptr) {
- // empty
- }
- protected:
- virtual void SetUp();
- virtual void TearDown();
- protected:
- aiScene *mScene;
- PretransformVertices *mProcess;
- };
- // ------------------------------------------------------------------------------------------------
- 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 = snprintf(nd->mName.data, AI_MAXLEN, "%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() {
- mScene = new aiScene();
- // add 5 empty materials
- mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials = 5];
- for (unsigned int i = 0; i < 5; ++i) {
- mScene->mMaterials[i] = new aiMaterial();
- }
- // add 25 test meshes
- mScene->mMeshes = new aiMesh *[mScene->mNumMeshes = 25];
- for (unsigned int i = 0; i < 25; ++i) {
- aiMesh *mesh = mScene->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];
- for (unsigned int normalIdx = 0; normalIdx < mesh->mNumVertices; ++normalIdx) {
- mesh->mNormals[normalIdx].x = 1.0f;
- mesh->mNormals[normalIdx].y = 1.0f;
- mesh->mNormals[normalIdx].z = 1.0f;
- mesh->mNormals[normalIdx].Normalize();
- }
- }
- }
- // construct some nodes (1+25)
- mScene->mRootNode = new aiNode();
- mScene->mRootNode->mName.Set("Root");
- AddNodes(0, mScene->mRootNode, 2);
- mProcess = new PretransformVertices();
- }
- // ------------------------------------------------------------------------------------------------
- void PretransformVerticesTest::TearDown() {
- delete mScene;
- delete mProcess;
- }
- // ------------------------------------------------------------------------------------------------
- TEST_F(PretransformVerticesTest, testProcessCollapseHierarchy) {
- mProcess->KeepHierarchy(false);
- mProcess->Execute(mScene);
- EXPECT_EQ(5U, mScene->mNumMaterials);
- EXPECT_EQ(10U, mScene->mNumMeshes); // every second mesh has normals
- }
- // ------------------------------------------------------------------------------------------------
- TEST_F(PretransformVerticesTest, testProcessKeepHierarchy) {
- mProcess->KeepHierarchy(true);
- mProcess->Execute(mScene);
- EXPECT_EQ(5U, mScene->mNumMaterials);
- EXPECT_EQ(49U, mScene->mNumMeshes); // see note on mesh 12 above
- }
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