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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 "Common/ScenePreprocessor.h"
- #include <assimp/mesh.h>
- #include <assimp/scene.h>
- #include <assimp/Importer.hpp>
- using namespace std;
- using namespace Assimp;
- class ScenePreprocessorTest : public ::testing::Test {
- public:
- ScenePreprocessorTest() :
- Test(), mScenePreprocessor(nullptr), mScene(nullptr) {
- // empty
- }
- protected:
- virtual void SetUp();
- virtual void TearDown();
- protected:
- void CheckIfOnly(aiMesh *p, unsigned int num, unsigned flag);
- void ProcessAnimation(aiAnimation *anim) { mScenePreprocessor->ProcessAnimation(anim); }
- void ProcessMesh(aiMesh *mesh) { mScenePreprocessor->ProcessMesh(mesh); }
- private:
- ScenePreprocessor *mScenePreprocessor;
- aiScene *mScene;
- };
- // ------------------------------------------------------------------------------------------------
- void ScenePreprocessorTest::SetUp() {
- // setup a dummy scene with a single node
- mScene = new aiScene();
- mScene->mRootNode = new aiNode();
- mScene->mRootNode->mName.Set("<test>");
- // add some translation
- mScene->mRootNode->mTransformation.a4 = 1.f;
- mScene->mRootNode->mTransformation.b4 = 2.f;
- mScene->mRootNode->mTransformation.c4 = 3.f;
- // and allocate a ScenePreprocessor to operate on the scene
- mScenePreprocessor = new ScenePreprocessor(mScene);
- }
- // ------------------------------------------------------------------------------------------------
- void ScenePreprocessorTest::TearDown() {
- delete mScenePreprocessor;
- delete mScene;
- }
- // ------------------------------------------------------------------------------------------------
- // Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices
- void ScenePreprocessorTest::CheckIfOnly(aiMesh *p, unsigned int num, unsigned int flag) {
- // Triangles only
- for (unsigned i = 0; i < p->mNumFaces; ++i) {
- p->mFaces[i].mNumIndices = num;
- }
- mScenePreprocessor->ProcessMesh(p);
- EXPECT_EQ(flag, p->mPrimitiveTypes);
- p->mPrimitiveTypes = 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
- TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
- aiMesh *p = new aiMesh;
- p->mNumFaces = 100;
- p->mFaces = new aiFace[p->mNumFaces];
- p->mTextureCoords[0] = new aiVector3D[10];
- p->mNumUVComponents[0] = 0;
- p->mNumUVComponents[1] = 0;
- CheckIfOnly(p, 1, aiPrimitiveType_POINT);
- CheckIfOnly(p, 2, aiPrimitiveType_LINE);
- CheckIfOnly(p, 3, aiPrimitiveType_TRIANGLE);
- CheckIfOnly(p, 4, aiPrimitiveType_POLYGON);
- CheckIfOnly(p, 1249, aiPrimitiveType_POLYGON);
- // Polygons and triangles mixed
- unsigned i;
- for (i = 0; i < p->mNumFaces / 2; ++i) {
- p->mFaces[i].mNumIndices = 3;
- }
- for (; i < p->mNumFaces - p->mNumFaces / 4; ++i) {
- p->mFaces[i].mNumIndices = 4;
- }
- for (; i < p->mNumFaces; ++i) {
- p->mFaces[i].mNumIndices = 10;
- }
- ProcessMesh(p);
- EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON),
- p->mPrimitiveTypes);
- EXPECT_EQ(2U, p->mNumUVComponents[0]);
- EXPECT_EQ(0U, p->mNumUVComponents[1]);
- delete p;
- }
- // ------------------------------------------------------------------------------------------------
- // Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
- TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg) {
- aiMesh *p = new aiMesh;
- p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON;
- ProcessMesh(p);
- // should be unmodified
- EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON),
- p->mPrimitiveTypes);
- delete p;
- }
- // ------------------------------------------------------------------------------------------------
- // Make a dummy animation with a single channel, '<test>'
- aiAnimation *MakeDummyAnimation() {
- aiAnimation *p = new aiAnimation();
- p->mNumChannels = 1;
- p->mChannels = new aiNodeAnim *[1];
- aiNodeAnim *anim = p->mChannels[0] = new aiNodeAnim();
- anim->mNodeName.Set("<test>");
- return p;
- }
- // ------------------------------------------------------------------------------------------------
- // Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
- TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) {
- aiAnimation *p = MakeDummyAnimation();
- aiNodeAnim *anim = p->mChannels[0];
- // we don't set the animation duration, but generate scaling channels
- anim->mNumScalingKeys = 10;
- anim->mScalingKeys = new aiVectorKey[10];
- for (unsigned int i = 0; i < 10; ++i) {
- anim->mScalingKeys[i].mTime = i;
- anim->mScalingKeys[i].mValue = aiVector3D((float)i);
- }
- ProcessAnimation(p);
- // we should now have a proper duration
- EXPECT_NEAR(p->mDuration, 9., 0.005);
- // ... one scaling key
- EXPECT_TRUE(anim->mNumPositionKeys == 1 &&
- anim->mPositionKeys &&
- anim->mPositionKeys[0].mTime == 0.0 &&
- anim->mPositionKeys[0].mValue == aiVector3D(1.f, 2.f, 3.f));
- // ... and one rotation key
- EXPECT_TRUE(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
- anim->mRotationKeys[0].mTime == 0.0);
- delete p;
- }
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