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.
This commit is contained in:
Jared Duke
2014-09-07 16:52:03 -07:00
parent a51a0b36f0
commit 66e608a393
272 changed files with 914 additions and 81855 deletions

View File

@@ -1,10 +1,34 @@
#include "UnitTestPCH.h"
#include "utScenePreprocessor.h"
CPPUNIT_TEST_SUITE_REGISTRATION (ScenePreprocessorTest);
#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <ScenePreprocessor.h>
using namespace std;
using namespace Assimp;
class ScenePreprocessorTest : public ::testing::Test
{
public:
virtual void SetUp();
virtual void TearDown();
protected:
void CheckIfOnly(aiMesh* p, unsigned int num, unsigned flag);
void ProcessAnimation(aiAnimation* anim) { pp->ProcessAnimation(anim); }
void ProcessMesh(aiMesh* mesh) { pp->ProcessMesh(mesh); }
ScenePreprocessor* pp;
aiScene* scene;
};
// ------------------------------------------------------------------------------------------------
void ScenePreprocessorTest::setUp (void)
void ScenePreprocessorTest::SetUp()
{
// setup a dummy scene with a single node
scene = new aiScene();
@@ -21,7 +45,7 @@ void ScenePreprocessorTest::setUp (void)
}
// ------------------------------------------------------------------------------------------------
void ScenePreprocessorTest::tearDown (void)
void ScenePreprocessorTest::TearDown()
{
delete pp;
delete scene;
@@ -29,29 +53,29 @@ void ScenePreprocessorTest::tearDown (void)
// ------------------------------------------------------------------------------------------------
// 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)
void ScenePreprocessorTest::CheckIfOnly(aiMesh* p, unsigned int num, unsigned int flag)
{
// Triangles only
for (unsigned i = 0; i < p->mNumFaces;++i) {
for (unsigned i = 0; i < p->mNumFaces;++i) {
p->mFaces[i].mNumIndices = num;
}
pp->ProcessMesh(p);
CPPUNIT_ASSERT(p->mPrimitiveTypes == flag);
EXPECT_EQ(flag, p->mPrimitiveTypes);
p->mPrimitiveTypes = 0;
}
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
void ScenePreprocessorTest::testMeshPreprocessingPos (void)
TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos)
{
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);
@@ -69,32 +93,34 @@ void ScenePreprocessorTest::testMeshPreprocessingPos (void)
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);
ProcessMesh(p);
EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
EXPECT_EQ(2U, p->mNumUVComponents[0]);
EXPECT_EQ(0U, p->mNumUVComponents[1]);
delete p;
}
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
void ScenePreprocessorTest::testMeshPreprocessingNeg (void)
TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg)
{
aiMesh* p = new aiMesh();
p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON;
pp->ProcessMesh(p);
ProcessMesh(p);
// should be unmodified
CPPUNIT_ASSERT(p->mPrimitiveTypes == (aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON));
EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
delete p;
}
// ------------------------------------------------------------------------------------------------
// Make a dummy animation with a single channel, '<test>'
aiAnimation* MakeDummyAnimation()
aiAnimation* MakeDummyAnimation()
{
aiAnimation* p = new aiAnimation();
aiAnimation* p = new aiAnimation();
p->mNumChannels = 1;
p->mChannels = new aiNodeAnim*[1];
aiNodeAnim* anim = p->mChannels[0] = new aiNodeAnim();
@@ -104,7 +130,7 @@ aiAnimation* MakeDummyAnimation()
// ------------------------------------------------------------------------------------------------
// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
void ScenePreprocessorTest::testAnimationPreprocessingPos (void)
TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos)
{
aiAnimation* p = MakeDummyAnimation();
aiNodeAnim* anim = p->mChannels[0];
@@ -117,20 +143,20 @@ void ScenePreprocessorTest::testAnimationPreprocessingPos (void)
anim->mScalingKeys[i].mTime = i;
anim->mScalingKeys[i].mValue = aiVector3D((float)i);
}
pp->ProcessAnimation(p);
ProcessAnimation(p);
// we should now have a proper duration
CPPUNIT_ASSERT_DOUBLES_EQUAL(p->mDuration,9.,0.005);
EXPECT_NEAR(p->mDuration, 9., 0.005);
// ... one scaling key
CPPUNIT_ASSERT(anim->mNumPositionKeys == 1 &&
anim->mPositionKeys &&
anim->mPositionKeys[0].mTime == 0.0 &&
EXPECT_TRUE(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);
EXPECT_TRUE(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
anim->mRotationKeys[0].mTime == 0.0);
delete p;
}