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-
- #include "UnitTestPCH.h"
- #include "utJoinVertices.h"
-
- CPPUNIT_TEST_SUITE_REGISTRATION (JoinVerticesTest);
-
- // ------------------------------------------------------------------------------------------------
- void JoinVerticesTest :: setUp (void)
- {
- // 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 (void)
- {
- delete this->pcMesh;
- delete this->piProcess;
- }
-
- // ------------------------------------------------------------------------------------------------
- void JoinVerticesTest :: testProcess(void)
- {
- // execute the step on the given data
- piProcess->ProcessMesh(pcMesh,0);
-
- // the number of faces shouldn't change
- CPPUNIT_ASSERT(pcMesh->mNumFaces == 300);
- CPPUNIT_ASSERT(pcMesh->mNumVertices == 300);
-
- CPPUNIT_ASSERT(NULL != pcMesh->mNormals);
- CPPUNIT_ASSERT(NULL != pcMesh->mTangents);
- CPPUNIT_ASSERT(NULL != pcMesh->mBitangents);
- CPPUNIT_ASSERT(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;
-
- CPPUNIT_ASSERT(!pcMesh->mNormals[i].x);
- CPPUNIT_ASSERT(!pcMesh->mTangents[i].x);
- CPPUNIT_ASSERT(!pcMesh->mBitangents[i].x);
- CPPUNIT_ASSERT(!pcMesh->mTextureCoords[0][i].x);
- }
- CPPUNIT_ASSERT(fSum == 150.f*299.f*3.f); // gaussian sum equation
- }
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