Add unit test for subdivision modifier on Blender importer (#5345)
* Add unit test for subdivision modifier on Blender importer Blend file is composed of default cube with subdivision modifier applied and same cube with subdivision modifier. * Update utBlenderImportExport.cpp Fix compiler warning. --------- Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
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test/models/BLEND/subdivision_test_277.blend
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test/models/BLEND/subdivision_test_277.blend
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@@ -44,6 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/SpatialSort.h>
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using namespace Assimp;
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using namespace Assimp;
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@@ -219,3 +220,25 @@ TEST(utBlenderImporter, importFleurOptonl) {
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_NONBSD_DIR "/BLEND/fleurOptonl.blend", aiProcess_ValidateDataStructure);
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_NONBSD_DIR "/BLEND/fleurOptonl.blend", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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ASSERT_NE(nullptr, scene);
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}
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}
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/// This test contains a default cube with subdivision surface modifier and a default cube with subdivision surface applied.
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/// Vertices should be identical.
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TEST_F(utBlenderImporterExporter, importBlendWithSubdivisionSurface) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/subdivision_test_277.blend", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_EQ(scene->mNumMeshes, 2u);
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EXPECT_EQ(scene->mMeshes[0]->mNumVertices, scene->mMeshes[1]->mNumVertices);
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SpatialSort spatialSortVertices0;
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spatialSortVertices0.Fill(scene->mMeshes[0]->mVertices, scene->mMeshes[0]->mNumVertices, sizeof(aiVector3D), true);
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for (unsigned int i = 0; i < scene->mMeshes[1]->mNumVertices; ++i)
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{
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auto positionMesh1 = scene->mMeshes[1]->mVertices[i];
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std::vector<unsigned int> spatialSortResult;
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spatialSortVertices0.FindPositions(positionMesh1, 1.0e-6f, spatialSortResult);
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EXPECT_TRUE(scene->mMeshes[0]->mVertices[spatialSortResult[0]].Equal(positionMesh1));
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}
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}
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