Replace cppunit with the googletest framework
The GTest framework has a more active support base, and natively supports CMake. Introduce it as an external dependency (using CMake's ExternalProject_Add), replacing cppunit and porting the associated unit tests.
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@@ -1,11 +1,28 @@
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#include "UnitTestPCH.h"
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#include "utRemoveComponent.h"
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#include <assimp/scene.h>
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#include <RemoveVCProcess.h>
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#include <MaterialSystem.h>
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CPPUNIT_TEST_SUITE_REGISTRATION (RemoveVCProcessTest);
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using namespace std;
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using namespace Assimp;
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void RemoveVCProcessTest :: setUp (void)
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class RemoveVCProcessTest : public ::testing::Test
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{
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public:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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RemoveVCProcess* piProcess;
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aiScene* pScene;
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};
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// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::SetUp()
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{
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// construct the process
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piProcess = new RemoveVCProcess();
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@@ -50,100 +67,122 @@ void RemoveVCProcessTest :: setUp (void)
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// COMPILE TEST: aiMaterial may no add any extra members,
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// so we don't need a virtual destructor
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char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
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check[0] = 0;
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check[0] = 0;
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}
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void RemoveVCProcessTest :: tearDown (void)
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// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::TearDown()
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{
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delete pScene;
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delete piProcess;
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}
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void RemoveVCProcessTest::testMeshRemove (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_MESHES);
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(NULL == pScene->mMeshes && 0 == pScene->mNumMeshes);
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CPPUNIT_ASSERT(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
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EXPECT_TRUE(NULL == pScene->mMeshes);
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EXPECT_EQ(0U, pScene->mNumMeshes);
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EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
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}
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void RemoveVCProcessTest::testAnimRemove (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testAnimRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_ANIMATIONS);
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(NULL == pScene->mAnimations && 0 == pScene->mNumAnimations);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_TRUE(NULL == pScene->mAnimations);
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EXPECT_EQ(0U, pScene->mNumAnimations);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testMaterialRemove (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMaterialRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_MATERIALS);
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piProcess->Execute(pScene);
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// there should be one default material now ...
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CPPUNIT_ASSERT(1 == pScene->mNumMaterials &&
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EXPECT_TRUE(1 == pScene->mNumMaterials &&
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pScene->mMeshes[0]->mMaterialIndex == 0 &&
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pScene->mMeshes[1]->mMaterialIndex == 0);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testTextureRemove (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testTextureRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_TEXTURES);
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(NULL == pScene->mTextures && 0 == pScene->mNumTextures);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_TRUE(NULL == pScene->mTextures);
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EXPECT_EQ(0U, pScene->mNumTextures);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testCameraRemove (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testCameraRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_CAMERAS);
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(NULL == pScene->mCameras && 0 == pScene->mNumCameras);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_TRUE(NULL == pScene->mCameras);
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EXPECT_EQ(0U, pScene->mNumCameras);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testLightRemove (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testLightRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_LIGHTS);
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(NULL == pScene->mLights && 0 == pScene->mNumLights);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_TRUE(NULL == pScene->mLights);
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EXPECT_EQ(0U, pScene->mNumLights);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testMeshComponentsRemoveA (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA)
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{
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piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3));
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(pScene->mMeshes[0]->mTextureCoords[0] &&
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EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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!pScene->mMeshes[0]->mTextureCoords[1] &&
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!pScene->mMeshes[0]->mTextureCoords[2] &&
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!pScene->mMeshes[0]->mTextureCoords[3]);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testMeshComponentsRemoveB (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB)
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{
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piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS);
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piProcess->Execute(pScene);
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CPPUNIT_ASSERT(pScene->mMeshes[0]->mTextureCoords[0] &&
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EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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pScene->mMeshes[0]->mTextureCoords[1] &&
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pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ...
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!pScene->mMeshes[0]->mTextureCoords[3] &&
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!pScene->mMeshes[0]->mNormals);
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CPPUNIT_ASSERT(pScene->mFlags == 0);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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void RemoveVCProcessTest::testRemoveEverything (void)
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testRemoveEverything)
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{
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piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
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piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
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aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES);
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piProcess->Execute(pScene);
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EXPECT_EQ(0U, pScene->mNumAnimations);
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EXPECT_EQ(0U, pScene->mNumCameras);
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EXPECT_EQ(0U, pScene->mNumLights);
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EXPECT_EQ(0U, pScene->mNumMeshes);
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EXPECT_EQ(0U, pScene->mNumTextures);
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// Only the default material should remain.
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EXPECT_EQ(1U, pScene->mNumMaterials);
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}
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