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-
- #include "UnitTestPCH.h"
- #include "utScenePreprocessor.h"
- CPPUNIT_TEST_SUITE_REGISTRATION (ScenePreprocessorTest);
-
- // ------------------------------------------------------------------------------------------------
- void ScenePreprocessorTest::setUp (void)
- {
- // 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 (void)
- {
- 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);
- CPPUNIT_ASSERT(p->mPrimitiveTypes == flag);
- p->mPrimitiveTypes = 0;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
- void ScenePreprocessorTest::testMeshPreprocessingPos (void)
- {
- 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;
- }
- pp->ProcessMesh(p);
- CPPUNIT_ASSERT(p->mPrimitiveTypes == (aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON));
- CPPUNIT_ASSERT(p->mNumUVComponents[0] == 2);
- CPPUNIT_ASSERT(p->mNumUVComponents[1] == 0);
- delete p;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
- void ScenePreprocessorTest::testMeshPreprocessingNeg (void)
- {
- aiMesh* p = new aiMesh();
- p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON;
- pp->ProcessMesh(p);
-
- // should be unmodified
- CPPUNIT_ASSERT(p->mPrimitiveTypes == (aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON));
-
- 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
- void ScenePreprocessorTest::testAnimationPreprocessingPos (void)
- {
- 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);
- }
- pp->ProcessAnimation(p);
-
- // we should now have a proper duration
- CPPUNIT_ASSERT_DOUBLES_EQUAL(p->mDuration,9.,0.005);
-
- // ... one scaling key
- CPPUNIT_ASSERT(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
- CPPUNIT_ASSERT(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
- anim->mRotationKeys[0].mTime == 0.0);
-
- delete p;
- }
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