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Diffstat (limited to 'libs/assimp/test/unit/utScenePreprocessor.cpp')
-rw-r--r-- | libs/assimp/test/unit/utScenePreprocessor.cpp | 197 |
1 files changed, 0 insertions, 197 deletions
diff --git a/libs/assimp/test/unit/utScenePreprocessor.cpp b/libs/assimp/test/unit/utScenePreprocessor.cpp deleted file mode 100644 index 45d8a36..0000000 --- a/libs/assimp/test/unit/utScenePreprocessor.cpp +++ /dev/null @@ -1,197 +0,0 @@ -/* ---------------------------------------------------------------------------- -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; -} |