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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.
+---------------------------------------------------------------------------
+*/
+#pragma once
+
+#include "UnitTestPCH.h"
+#include <assimp/scene.h>
+#include <assimp/mesh.h>
+#include <assimp/material.h>
+
+namespace Assimp {
+
+class TestModelFacttory {
+public:
+ TestModelFacttory() {
+ // empty
+ }
+
+ ~TestModelFacttory() {
+ // empty
+ }
+
+ static aiScene *createDefaultTestModel( float &opacity ) {
+ aiScene *scene( new aiScene );
+ scene->mNumMaterials = 1;
+ scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
+ scene->mMaterials[ 0 ] = new aiMaterial;
+ aiColor3D color( 1, 0, 0 );
+ EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
+
+ ::srand( static_cast< unsigned int >( ::time( NULL ) ) );
+ opacity = float( rand() ) / float( RAND_MAX );
+ EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
+
+ scene->mNumMeshes = 1;
+ scene->mMeshes = new aiMesh*[scene->mNumMeshes];
+ scene->mMeshes[ 0 ] = new aiMesh;
+ scene->mMeshes[ 0 ]->mMaterialIndex = 0;
+ scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ scene->mMeshes[ 0 ]->mNumVertices = 3;
+ scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
+ scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
+ scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
+ scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
+ scene->mMeshes[ 0 ]->mNumFaces = 1;
+ scene->mMeshes[ 0 ]->mFaces = new aiFace[scene->mMeshes[ 0 ]->mNumFaces];
+ scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
+ scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
+ scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
+ scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
+ scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
+
+ scene->mRootNode = new aiNode();
+ scene->mRootNode->mNumMeshes = 1;
+ scene->mRootNode->mMeshes = new unsigned int[1]{ 0 };
+
+ return scene;
+ }
+
+ static void releaseDefaultTestModel( aiScene **scene ) {
+ delete *scene;
+ *scene = nullptr;
+ }
+};
+
+}