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