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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 "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);
+}