Add unittest for json.
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@@ -50,67 +50,67 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace std;
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using namespace Assimp;
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class ScenePreprocessorTest : public ::testing::Test
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{
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class ScenePreprocessorTest : public ::testing::Test {
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public:
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ScenePreprocessorTest()
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: Test()
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, mScenePreprocessor(nullptr)
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, mScene(nullptr) {
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// empty
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}
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protected:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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void CheckIfOnly(aiMesh* p, unsigned int num, unsigned flag);
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void ProcessAnimation(aiAnimation* anim) { mScenePreprocessor->ProcessAnimation(anim); }
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void ProcessMesh(aiMesh* mesh) { mScenePreprocessor->ProcessMesh(mesh); }
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void ProcessAnimation(aiAnimation* anim) { pp->ProcessAnimation(anim); }
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void ProcessMesh(aiMesh* mesh) { pp->ProcessMesh(mesh); }
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ScenePreprocessor* pp;
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aiScene* scene;
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private:
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ScenePreprocessor *mScenePreprocessor;
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aiScene *mScene;
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};
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// ------------------------------------------------------------------------------------------------
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void ScenePreprocessorTest::SetUp()
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{
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void ScenePreprocessorTest::SetUp() {
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// setup a dummy scene with a single node
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scene = new aiScene();
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scene->mRootNode = new aiNode();
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scene->mRootNode->mName.Set("<test>");
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mScene = new aiScene();
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mScene->mRootNode = new aiNode();
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mScene->mRootNode->mName.Set("<test>");
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// add some translation
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scene->mRootNode->mTransformation.a4 = 1.f;
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scene->mRootNode->mTransformation.b4 = 2.f;
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scene->mRootNode->mTransformation.c4 = 3.f;
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mScene->mRootNode->mTransformation.a4 = 1.f;
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mScene->mRootNode->mTransformation.b4 = 2.f;
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mScene->mRootNode->mTransformation.c4 = 3.f;
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// and allocate a ScenePreprocessor to operate on the scene
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pp = new ScenePreprocessor(scene);
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mScenePreprocessor = new ScenePreprocessor(mScene);
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}
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// ------------------------------------------------------------------------------------------------
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void ScenePreprocessorTest::TearDown()
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{
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delete pp;
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delete scene;
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void ScenePreprocessorTest::TearDown() {
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delete mScenePreprocessor;
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delete mScene;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices
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void ScenePreprocessorTest::CheckIfOnly(aiMesh* p, unsigned int num, unsigned int flag)
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{
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void ScenePreprocessorTest::CheckIfOnly(aiMesh* p, unsigned int num, unsigned int flag) {
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// Triangles only
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for (unsigned i = 0; i < p->mNumFaces;++i) {
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p->mFaces[i].mNumIndices = num;
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}
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pp->ProcessMesh(p);
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mScenePreprocessor->ProcessMesh(p);
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EXPECT_EQ(flag, p->mPrimitiveTypes);
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p->mPrimitiveTypes = 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos)
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{
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aiMesh* p = new aiMesh();
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
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aiMesh* p = new aiMesh;
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p->mNumFaces = 100;
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p->mFaces = new aiFace[p->mNumFaces];
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@@ -145,9 +145,8 @@ TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos)
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// ------------------------------------------------------------------------------------------------
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// Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg)
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{
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aiMesh* p = new aiMesh();
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg) {
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aiMesh* p = new aiMesh;
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p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON;
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ProcessMesh(p);
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@@ -160,8 +159,7 @@ TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg)
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// ------------------------------------------------------------------------------------------------
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// Make a dummy animation with a single channel, '<test>'
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aiAnimation* MakeDummyAnimation()
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{
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aiAnimation* MakeDummyAnimation() {
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aiAnimation* p = new aiAnimation();
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p->mNumChannels = 1;
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p->mChannels = new aiNodeAnim*[1];
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@@ -172,8 +170,7 @@ aiAnimation* MakeDummyAnimation()
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// ------------------------------------------------------------------------------------------------
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// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
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TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos)
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{
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TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) {
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aiAnimation* p = MakeDummyAnimation();
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aiNodeAnim* anim = p->mChannels[0];
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