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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 "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;
+}