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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/test/unit/utScenePreprocessor.cpp | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip | |
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/test/unit/utScenePreprocessor.cpp')
| -rw-r--r-- | NvCloth/samples/external/assimp-4.1.0/test/unit/utScenePreprocessor.cpp | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/test/unit/utScenePreprocessor.cpp b/NvCloth/samples/external/assimp-4.1.0/test/unit/utScenePreprocessor.cpp new file mode 100644 index 0000000..ce3716b --- /dev/null +++ b/NvCloth/samples/external/assimp-4.1.0/test/unit/utScenePreprocessor.cpp @@ -0,0 +1,204 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2017, 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 <assimp/mesh.h> +#include <assimp/scene.h> +#include <assimp/Importer.hpp> +#include <ScenePreprocessor.h> + +using namespace std; +using namespace Assimp; + + +class ScenePreprocessorTest : public ::testing::Test +{ +public: + + virtual void SetUp(); + virtual void TearDown(); + +protected: + + void CheckIfOnly(aiMesh* p, unsigned int num, unsigned flag); + + void ProcessAnimation(aiAnimation* anim) { pp->ProcessAnimation(anim); } + void ProcessMesh(aiMesh* mesh) { pp->ProcessMesh(mesh); } + + ScenePreprocessor* pp; + aiScene* scene; +}; + +// ------------------------------------------------------------------------------------------------ +void ScenePreprocessorTest::SetUp() +{ + // setup a dummy scene with a single node + scene = new aiScene(); + scene->mRootNode = new aiNode(); + scene->mRootNode->mName.Set("<test>"); + + // add some translation + scene->mRootNode->mTransformation.a4 = 1.f; + scene->mRootNode->mTransformation.b4 = 2.f; + scene->mRootNode->mTransformation.c4 = 3.f; + + // and allocate a ScenePreprocessor to operate on the scene + pp = new ScenePreprocessor(scene); +} + +// ------------------------------------------------------------------------------------------------ +void ScenePreprocessorTest::TearDown() +{ + delete pp; + delete scene; +} + +// ------------------------------------------------------------------------------------------------ +// 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; + } + pp->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; +} + |