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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 = 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() {
+ 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
+}