reformat unittests.

This commit is contained in:
Kim Kulling
2020-03-22 12:13:09 +01:00
parent edc73552cd
commit 68a9fa2df3
77 changed files with 2555 additions and 1632 deletions

View File

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -42,9 +40,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "UnitTestPCH.h"
#include <assimp/scene.h>
#include "PostProcessing/RemoveRedundantMaterials.h"
#include "Material/MaterialSystem.h"
#include "PostProcessing/RemoveRedundantMaterials.h"
#include <assimp/scene.h>
using namespace std;
using namespace Assimp;
@@ -55,19 +53,18 @@ public:
virtual void TearDown();
protected:
RemoveRedundantMatsProcess* piProcess;
aiScene* pcScene1;
RemoveRedundantMatsProcess *piProcess;
aiScene *pcScene1;
};
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial1()
{
aiMaterial *getUniqueMaterial1() {
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("UniqueMat1");
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
aiMaterial *pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
float f = 2.0f;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
@@ -75,42 +72,40 @@ aiMaterial* getUniqueMaterial1()
}
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial2()
{
aiMaterial *getUniqueMaterial2() {
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("Unique Mat2");
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 4.0f;int i = 1;
aiMaterial *pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
float f = 4.0f;
int i = 1;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* getUniqueMaterial3()
{
aiMaterial *getUniqueMaterial3() {
// setup an unique name for each material - this shouldn't care
aiString mTemp;
mTemp.Set("Complex material name");
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
aiMaterial *pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
return pcMat;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest::SetUp()
{
void RemoveRedundantMatsTest::SetUp() {
// construct the process
piProcess = new RemoveRedundantMatsProcess();
// create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
pcScene1 = new aiScene();
pcScene1->mNumMaterials = 5;
pcScene1->mMaterials = new aiMaterial*[5];
pcScene1->mMaterials = new aiMaterial *[5];
pcScene1->mMaterials[0] = getUniqueMaterial1();
pcScene1->mMaterials[1] = getUniqueMaterial2();
@@ -118,8 +113,8 @@ void RemoveRedundantMatsTest::SetUp()
// all materials must be referenced
pcScene1->mNumMeshes = 5;
pcScene1->mMeshes = new aiMesh*[5];
for (unsigned int i = 0; i < 5;++i) {
pcScene1->mMeshes = new aiMesh *[5];
for (unsigned int i = 0; i < 5; ++i) {
pcScene1->mMeshes[i] = new aiMesh();
pcScene1->mMeshes[i]->mMaterialIndex = i;
}
@@ -130,57 +125,53 @@ void RemoveRedundantMatsTest::SetUp()
mTemp.data[0] = 48;
mTemp.data[1] = 0;
aiMaterial* pcMat;
aiMaterial *pcMat;
pcScene1->mMaterials[2] = pcMat = new aiMaterial();
aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[0]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
aiMaterial::CopyPropertyList(pcMat, (const aiMaterial *)pcScene1->mMaterials[0]);
pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
mTemp.data[0]++;
pcScene1->mMaterials[3] = pcMat = new aiMaterial();
aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[1]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
aiMaterial::CopyPropertyList(pcMat, (const aiMaterial *)pcScene1->mMaterials[1]);
pcMat->AddProperty(&mTemp, AI_MATKEY_NAME);
mTemp.data[0]++;
}
// ------------------------------------------------------------------------------------------------
void RemoveRedundantMatsTest::TearDown()
{
void RemoveRedundantMatsTest::TearDown() {
delete piProcess;
delete pcScene1;
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveRedundantMatsTest, testRedundantMaterials)
{
TEST_F(RemoveRedundantMatsTest, testRedundantMaterials) {
piProcess->SetFixedMaterialsString();
piProcess->Execute(pcScene1);
EXPECT_EQ(3U, pcScene1->mNumMaterials);
EXPECT_TRUE(0 != pcScene1->mMaterials &&
0 != pcScene1->mMaterials[0] &&
0 != pcScene1->mMaterials[1] &&
0 != pcScene1->mMaterials[2]);
0 != pcScene1->mMaterials[0] &&
0 != pcScene1->mMaterials[1] &&
0 != pcScene1->mMaterials[2]);
aiString sName;
EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[2],AI_MATKEY_NAME,&sName));
EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[2], AI_MATKEY_NAME, &sName));
EXPECT_STREQ("Complex material name", sName.data);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveRedundantMatsTest, testRedundantMaterialsWithExcludeList)
{
TEST_F(RemoveRedundantMatsTest, testRedundantMaterialsWithExcludeList) {
piProcess->SetFixedMaterialsString("\'Unique Mat2\'\t\'Complex material name\' and_another_one_which_we_wont_use");
piProcess->Execute(pcScene1);
EXPECT_EQ(4U, pcScene1->mNumMaterials);
EXPECT_TRUE(0 != pcScene1->mMaterials &&
0 != pcScene1->mMaterials[0] &&
0 != pcScene1->mMaterials[1] &&
0 != pcScene1->mMaterials[2] &&
0 != pcScene1->mMaterials[3]);
0 != pcScene1->mMaterials[0] &&
0 != pcScene1->mMaterials[1] &&
0 != pcScene1->mMaterials[2] &&
0 != pcScene1->mMaterials[3]);
aiString sName;
EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3],AI_MATKEY_NAME,&sName));
EXPECT_EQ(AI_SUCCESS, aiGetMaterialString(pcScene1->mMaterials[3], AI_MATKEY_NAME, &sName));
EXPECT_STREQ("Complex material name", sName.data);
}