The "SplitLargeMeshes"-Process handles bones correctly now. Added Unittest for it and fixed some minor details.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@73 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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#include "utSplitLargeMeshes.h"
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#include "aiPostProcess.h"
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#include <math.h>
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CPPUNIT_TEST_SUITE_REGISTRATION (SplitLargeMeshesTest);
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void SplitLargeMeshesTest :: setUp (void)
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{
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aiSetVertexSplitLimit(1000);
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aiSetTriangleSplitLimit(1000);
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// construct the processes
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this->piProcessTriangle = new SplitLargeMeshesProcess_Triangle();
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this->piProcessVertex = new SplitLargeMeshesProcess_Vertex();
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this->pcMesh1 = new aiMesh();
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pcMesh1->mNumVertices = 2100; // quersumme: 3
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pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
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pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
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pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
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pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
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unsigned int qq = 0;
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for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
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{
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aiFace& face = pcMesh1->mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = qq++;
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face.mIndices[1] = qq++;
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face.mIndices[2] = qq++;
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}
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// generate many, many faces with randomized indices for
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// the second mesh
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this->pcMesh2 = new aiMesh();
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pcMesh2->mNumVertices = 3000;
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pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
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pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
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pcMesh2->mNumFaces = 10000;
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pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
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for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
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{
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aiFace& face = pcMesh2->mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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face.mIndices[1] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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face.mIndices[2] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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}
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}
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void SplitLargeMeshesTest :: tearDown (void)
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{
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delete this->piProcessTriangle;
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delete this->piProcessVertex;
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}
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void SplitLargeMeshesTest :: testVertexSplit()
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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int iOldFaceNum = (int)pcMesh1->mNumFaces;
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piProcessVertex->SplitMesh(0,pcMesh1,avOut);
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for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
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iter = avOut.begin(), end = avOut.end();
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iter != end; ++iter)
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{
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aiMesh* mesh = (*iter).first;
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CPPUNIT_ASSERT(mesh->mNumVertices < 1000);
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CPPUNIT_ASSERT(0 != mesh->mNormals && 0 != mesh->mVertices);
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iOldFaceNum -= mesh->mNumFaces;
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delete mesh;
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}
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CPPUNIT_ASSERT(0 == iOldFaceNum);
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}
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void SplitLargeMeshesTest :: testTriangleSplit()
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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// the number of faces shouldn't change
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int iOldFaceNum = (int)pcMesh2->mNumFaces;
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piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
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for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
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iter = avOut.begin(), end = avOut.end();
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iter != end; ++iter)
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{
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aiMesh* mesh = (*iter).first;
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CPPUNIT_ASSERT(mesh->mNumFaces < 1000);
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CPPUNIT_ASSERT(0 != mesh->mNormals && 0 != mesh->mVertices);
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iOldFaceNum -= mesh->mNumFaces;
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delete mesh;
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}
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CPPUNIT_ASSERT(0 == iOldFaceNum);
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}
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