assimp-fez/test/unit/utScenePreprocessor.cpp

198 lines
7.1 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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All rights reserved.
Redistribution and use of this software in source and binary forms,
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* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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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
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*/
#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;
}