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,
@@ -42,20 +40,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "UnitTestPCH.h"
#include "Common/ScenePreprocessor.h"
#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include "Common/ScenePreprocessor.h"
using namespace std;
using namespace Assimp;
class ScenePreprocessorTest : public ::testing::Test {
public:
ScenePreprocessorTest()
: Test()
, mScenePreprocessor(nullptr)
, mScene(nullptr) {
ScenePreprocessorTest() :
Test(), mScenePreprocessor(nullptr), mScene(nullptr) {
// empty
}
@@ -64,9 +60,9 @@ protected:
virtual void TearDown();
protected:
void CheckIfOnly(aiMesh* p, unsigned int num, unsigned flag);
void ProcessAnimation(aiAnimation* anim) { mScenePreprocessor->ProcessAnimation(anim); }
void ProcessMesh(aiMesh* mesh) { mScenePreprocessor->ProcessMesh(mesh); }
void CheckIfOnly(aiMesh *p, unsigned int num, unsigned flag);
void ProcessAnimation(aiAnimation *anim) { mScenePreprocessor->ProcessAnimation(anim); }
void ProcessMesh(aiMesh *mesh) { mScenePreprocessor->ProcessMesh(mesh); }
private:
ScenePreprocessor *mScenePreprocessor;
@@ -97,9 +93,9 @@ void ScenePreprocessorTest::TearDown() {
// ------------------------------------------------------------------------------------------------
// 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;
}
mScenePreprocessor->ProcessMesh(p);
@@ -110,7 +106,7 @@ void ScenePreprocessorTest::CheckIfOnly(aiMesh* p, unsigned int num, unsigned in
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
aiMesh* p = new aiMesh;
aiMesh *p = new aiMesh;
p->mNumFaces = 100;
p->mFaces = new aiFace[p->mNumFaces];
@@ -118,26 +114,26 @@ TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
p->mNumUVComponents[0] = 0;
p->mNumUVComponents[1] = 0;
CheckIfOnly(p,1,aiPrimitiveType_POINT);
CheckIfOnly(p,2,aiPrimitiveType_LINE);
CheckIfOnly(p,3,aiPrimitiveType_TRIANGLE);
CheckIfOnly(p,4,aiPrimitiveType_POLYGON);
CheckIfOnly(p,1249,aiPrimitiveType_POLYGON);
CheckIfOnly(p, 1, aiPrimitiveType_POINT);
CheckIfOnly(p, 2, aiPrimitiveType_LINE);
CheckIfOnly(p, 3, aiPrimitiveType_TRIANGLE);
CheckIfOnly(p, 4, aiPrimitiveType_POLYGON);
CheckIfOnly(p, 1249, aiPrimitiveType_POLYGON);
// Polygons and triangles mixed
unsigned i;
for (i = 0; i < p->mNumFaces/2;++i) {
for (i = 0; i < p->mNumFaces / 2; ++i) {
p->mFaces[i].mNumIndices = 3;
}
for (; i < p->mNumFaces-p->mNumFaces/4;++i) {
for (; i < p->mNumFaces - p->mNumFaces / 4; ++i) {
p->mFaces[i].mNumIndices = 4;
}
for (; i < p->mNumFaces;++i) {
for (; i < p->mNumFaces; ++i) {
p->mFaces[i].mNumIndices = 10;
}
ProcessMesh(p);
EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
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;
@@ -146,24 +142,24 @@ TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg) {
aiMesh* p = new aiMesh;
p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON;
aiMesh *p = new aiMesh;
p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON;
ProcessMesh(p);
// should be unmodified
EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
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* p = new aiAnimation();
aiAnimation *MakeDummyAnimation() {
aiAnimation *p = new aiAnimation();
p->mNumChannels = 1;
p->mChannels = new aiNodeAnim*[1];
aiNodeAnim* anim = p->mChannels[0] = new aiNodeAnim();
p->mChannels = new aiNodeAnim *[1];
aiNodeAnim *anim = p->mChannels[0] = new aiNodeAnim();
anim->mNodeName.Set("<test>");
return p;
}
@@ -171,14 +167,14 @@ aiAnimation* MakeDummyAnimation() {
// ------------------------------------------------------------------------------------------------
// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) {
aiAnimation* p = MakeDummyAnimation();
aiNodeAnim* anim = p->mChannels[0];
aiAnimation *p = MakeDummyAnimation();
aiNodeAnim *anim = p->mChannels[0];
// we don't set the animation duration, but generate scaling channels
anim->mNumScalingKeys = 10;
anim->mScalingKeys = new aiVectorKey[10];
for (unsigned int i = 0; i < 10;++i) {
for (unsigned int i = 0; i < 10; ++i) {
anim->mScalingKeys[i].mTime = i;
anim->mScalingKeys[i].mValue = aiVector3D((float)i);
}
@@ -189,14 +185,13 @@ TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) {
// ... one scaling key
EXPECT_TRUE(anim->mNumPositionKeys == 1 &&
anim->mPositionKeys &&
anim->mPositionKeys[0].mTime == 0.0 &&
anim->mPositionKeys[0].mValue == aiVector3D(1.f,2.f,3.f));
anim->mPositionKeys &&
anim->mPositionKeys[0].mTime == 0.0 &&
anim->mPositionKeys[0].mValue == aiVector3D(1.f, 2.f, 3.f));
// ... and one rotation key
EXPECT_TRUE(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
anim->mRotationKeys[0].mTime == 0.0);
anim->mRotationKeys[0].mTime == 0.0);
delete p;
}