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Diffstat (limited to 'libs/assimp/test/unit/utRemoveComponent.cpp')
-rw-r--r-- | libs/assimp/test/unit/utRemoveComponent.cpp | 208 |
1 files changed, 208 insertions, 0 deletions
diff --git a/libs/assimp/test/unit/utRemoveComponent.cpp b/libs/assimp/test/unit/utRemoveComponent.cpp new file mode 100644 index 0000000..42fb85f --- /dev/null +++ b/libs/assimp/test/unit/utRemoveComponent.cpp @@ -0,0 +1,208 @@ +/* +--------------------------------------------------------------------------- +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 "Material/MaterialSystem.h" +#include "PostProcessing/RemoveVCProcess.h" +#include <assimp/scene.h> + +using namespace std; +using namespace Assimp; + +class RemoveVCProcessTest : public ::testing::Test { +public: + virtual void SetUp(); + virtual void TearDown(); + +protected: + RemoveVCProcess *piProcess; + aiScene *pScene; +}; + +// ------------------------------------------------------------------------------------------------ +void RemoveVCProcessTest::SetUp() { + // construct the process + piProcess = new RemoveVCProcess(); + pScene = new aiScene(); + + // fill the scene .. + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes = 2]; + pScene->mMeshes[0] = new aiMesh(); + pScene->mMeshes[1] = new aiMesh(); + + pScene->mMeshes[0]->mNumVertices = 120; + pScene->mMeshes[0]->mVertices = new aiVector3D[120]; + pScene->mMeshes[0]->mNormals = new aiVector3D[120]; + pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120]; + pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120]; + pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120]; + pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120]; + + pScene->mMeshes[1]->mNumVertices = 120; + pScene->mMeshes[1]->mVertices = new aiVector3D[120]; + + pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations = 2]; + pScene->mAnimations[0] = new aiAnimation(); + pScene->mAnimations[1] = new aiAnimation(); + + pScene->mTextures = new aiTexture *[pScene->mNumTextures = 2]; + pScene->mTextures[0] = new aiTexture(); + pScene->mTextures[1] = new aiTexture(); + + pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = 2]; + pScene->mMaterials[0] = new aiMaterial(); + pScene->mMaterials[1] = new aiMaterial(); + + pScene->mLights = new aiLight *[pScene->mNumLights = 2]; + pScene->mLights[0] = new aiLight(); + pScene->mLights[1] = new aiLight(); + + pScene->mCameras = new aiCamera *[pScene->mNumCameras = 2]; + pScene->mCameras[0] = new aiCamera(); + pScene->mCameras[1] = new aiCamera(); +} + +// ------------------------------------------------------------------------------------------------ +void RemoveVCProcessTest::TearDown() { + delete pScene; + delete piProcess; +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testMeshRemove) { + piProcess->SetDeleteFlags(aiComponent_MESHES); + piProcess->Execute(pScene); + + EXPECT_TRUE(NULL == pScene->mMeshes); + EXPECT_EQ(0U, pScene->mNumMeshes); + EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testAnimRemove) { + piProcess->SetDeleteFlags(aiComponent_ANIMATIONS); + piProcess->Execute(pScene); + + EXPECT_TRUE(NULL == pScene->mAnimations); + EXPECT_EQ(0U, pScene->mNumAnimations); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testMaterialRemove) { + piProcess->SetDeleteFlags(aiComponent_MATERIALS); + piProcess->Execute(pScene); + + // there should be one default material now ... + EXPECT_TRUE(1 == pScene->mNumMaterials && + pScene->mMeshes[0]->mMaterialIndex == 0 && + pScene->mMeshes[1]->mMaterialIndex == 0); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testTextureRemove) { + piProcess->SetDeleteFlags(aiComponent_TEXTURES); + piProcess->Execute(pScene); + + EXPECT_TRUE(NULL == pScene->mTextures); + EXPECT_EQ(0U, pScene->mNumTextures); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testCameraRemove) { + piProcess->SetDeleteFlags(aiComponent_CAMERAS); + piProcess->Execute(pScene); + + EXPECT_TRUE(NULL == pScene->mCameras); + EXPECT_EQ(0U, pScene->mNumCameras); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testLightRemove) { + piProcess->SetDeleteFlags(aiComponent_LIGHTS); + piProcess->Execute(pScene); + + EXPECT_TRUE(NULL == pScene->mLights); + EXPECT_EQ(0U, pScene->mNumLights); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA) { + piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3)); + piProcess->Execute(pScene); + + EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] && + !pScene->mMeshes[0]->mTextureCoords[1] && + !pScene->mMeshes[0]->mTextureCoords[2] && + !pScene->mMeshes[0]->mTextureCoords[3]); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB) { + piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS); + piProcess->Execute(pScene); + + EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] && + pScene->mMeshes[0]->mTextureCoords[1] && + pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ... + !pScene->mMeshes[0]->mTextureCoords[3] && + !pScene->mMeshes[0]->mNormals); + EXPECT_EQ(0U, pScene->mFlags); +} + +// ------------------------------------------------------------------------------------------------ +TEST_F(RemoveVCProcessTest, testRemoveEverything) { + piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS | + aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES); + piProcess->Execute(pScene); + EXPECT_EQ(0U, pScene->mNumAnimations); + EXPECT_EQ(0U, pScene->mNumCameras); + EXPECT_EQ(0U, pScene->mNumLights); + EXPECT_EQ(0U, pScene->mNumMeshes); + EXPECT_EQ(0U, pScene->mNumTextures); + // Only the default material should remain. + EXPECT_EQ(1U, pScene->mNumMaterials); +} |