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+/*
+---------------------------------------------------------------------------
+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/scene.h>
+#include <JoinVerticesProcess.h>
+
+
+using namespace std;
+using namespace Assimp;
+
+class JoinVerticesTest : public ::testing::Test
+{
+public:
+ virtual void SetUp();
+ virtual void TearDown();
+
+protected:
+ JoinVerticesProcess* piProcess;
+ aiMesh* pcMesh;
+};
+
+// ------------------------------------------------------------------------------------------------
+void JoinVerticesTest::SetUp()
+{
+ // construct the process
+ piProcess = new JoinVerticesProcess();
+
+ // create a quite small mesh for testing purposes -
+ // the mesh itself is *something* but it has redundant vertices
+ pcMesh = new aiMesh();
+
+ pcMesh->mNumVertices = 900;
+ aiVector3D*& pv = pcMesh->mVertices = new aiVector3D[900];
+ for (unsigned int i = 0; i < 3;++i)
+ {
+ const unsigned int base = i*300;
+ for (unsigned int a = 0; a < 300;++a)
+ {
+ pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a;
+ }
+ }
+
+ // generate faces - each vertex is referenced once
+ pcMesh->mNumFaces = 300;
+ pcMesh->mFaces = new aiFace[300];
+ for (unsigned int i = 0,p = 0; i < 300;++i)
+ {
+ aiFace& face = pcMesh->mFaces[i];
+ face.mIndices = new unsigned int[ face.mNumIndices = 3 ];
+ for (unsigned int a = 0; a < 3;++a)
+ face.mIndices[a] = p++;
+ }
+
+ // generate extra members - set them to zero to make sure they're identical
+ pcMesh->mTextureCoords[0] = new aiVector3D[900];
+ for (unsigned int i = 0; i < 900;++i)pcMesh->mTextureCoords[0][i] = aiVector3D( 0.f );
+
+ pcMesh->mNormals = new aiVector3D[900];
+ for (unsigned int i = 0; i < 900;++i)pcMesh->mNormals[i] = aiVector3D( 0.f );
+
+ pcMesh->mTangents = new aiVector3D[900];
+ for (unsigned int i = 0; i < 900;++i)pcMesh->mTangents[i] = aiVector3D( 0.f );
+
+ pcMesh->mBitangents = new aiVector3D[900];
+ for (unsigned int i = 0; i < 900;++i)pcMesh->mBitangents[i] = aiVector3D( 0.f );
+}
+
+// ------------------------------------------------------------------------------------------------
+void JoinVerticesTest::TearDown()
+{
+ delete this->pcMesh;
+ delete this->piProcess;
+}
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(JoinVerticesTest, testProcess)
+{
+ // execute the step on the given data
+ piProcess->ProcessMesh(pcMesh,0);
+
+ // the number of faces shouldn't change
+ ASSERT_EQ(300U, pcMesh->mNumFaces);
+ ASSERT_EQ(300U, pcMesh->mNumVertices);
+
+ ASSERT_TRUE(NULL != pcMesh->mNormals);
+ ASSERT_TRUE(NULL != pcMesh->mTangents);
+ ASSERT_TRUE(NULL != pcMesh->mBitangents);
+ ASSERT_TRUE(NULL != pcMesh->mTextureCoords[0]);
+
+ // the order doesn't care
+ float fSum = 0.f;
+ for (unsigned int i = 0; i < 300;++i)
+ {
+ aiVector3D& v = pcMesh->mVertices[i];
+ fSum += v.x + v.y + v.z;
+
+ EXPECT_FALSE(pcMesh->mNormals[i].x);
+ EXPECT_FALSE(pcMesh->mTangents[i].x);
+ EXPECT_FALSE(pcMesh->mBitangents[i].x);
+ EXPECT_FALSE(pcMesh->mTextureCoords[0][i].x);
+ }
+ EXPECT_EQ(150.f*299.f*3.f, fSum); // gaussian sum equation
+}
+