Files
assimp/test/unit/utPretransformVertices.cpp
aramis_acg 4bbc03332b General
- Added format auto-detection to most loaders
  - Simplified BaseImporter::CanRead() with some utility methods
  - improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
  - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
  - vc8/vc9: revision number is now written to DLL version header
  - mkutil: some batch scripts to simplify tagging & building of release versions
  - some API cleanup
  - fixing some doxygen markup (+now explicit use of @file <filename>)
  - Icon for assimp_view and assimp_cmd

3DS
  - Normal vectors are not anymore inverted in some cases
  - Improved pivot handling
  - Improved handling of x-flipped meshes

Collada
  - fixed a minor bug (visual_scene element)

LWS 
  - WIP implementation. No animations yet, some bugs and crashes.
  - Animation system remains disabled, WIP code
  - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.

STL
  - fixing a log warning which appears for every model
  - added binary&ascii test spider, exported from truespace

MD3 
  - Cleaning up output tags for automatically joined player models.


IRR
  - Fixing coordinate system issues. 
  - Instance handling improved.
  - Some of the reported crashes not yet fixed.

PretransformVertices
  - Numerous performance improvements.
  - Added config option to preserve the hierarchy during the step.

RemoveRedundantMaterials
  - Added config option to specify a list of materials which are kept in every case.

UNREAL
  - Added support for the old unreal data format (*.a,*.d,*.uc)
  - tested only with exports from Milkshape
  - more Unreal stuff to come soon



git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00

97 lines
3.0 KiB
C++

#include "UnitTestPCH.h"
#include "utPretransformVertices.h"
CPPUNIT_TEST_SUITE_REGISTRATION (PretransformVerticesTest);
// ------------------------------------------------------------------------------------------------
void AddNodes(unsigned int num, aiNode* father, unsigned int depth)
{
father->mChildren = new aiNode*[father->mNumChildren = 5];
for (unsigned int i = 0; i < 5; ++i) {
aiNode* nd = father->mChildren[i] = new aiNode();
nd->mName.length = sprintf(nd->mName.data,"%i%i",depth,i);
// spawn two meshes
nd->mMeshes = new unsigned int[nd->mNumMeshes = 2];
nd->mMeshes[0] = num*5+i;
nd->mMeshes[1] = 24-(num*5+i); // mesh 12 is special ... it references the same mesh twice
// setup an unique transformation matrix
nd->mTransformation.a1 = num*5.f+i + 1;
}
if (depth > 1) {
for (unsigned int i = 0; i < 5; ++i)
AddNodes(i, father->mChildren[i],depth-1);
}
}
// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest :: setUp (void)
{
scene = new aiScene();
// add 5 empty materials
scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
for (unsigned int i = 0; i < 5;++i)
scene->mMaterials[i] = new MaterialHelper();
// add 25 test meshes
scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
for (unsigned int i = 0; i < 25;++i) {
aiMesh* mesh = scene->mMeshes[i] = new aiMesh();
mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
mesh->mFaces = new aiFace[ mesh->mNumFaces = 10+i ];
mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
for (unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
aiFace& f = mesh->mFaces[a];
f.mIndices = new unsigned int [f.mNumIndices = 1];
f.mIndices[0] = a*3;
mesh->mVertices[a] = aiVector3D((float)i,(float)a,0.f);
}
mesh->mMaterialIndex = i%5;
if (i % 2)
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
}
// construct some nodes (1+25)
scene->mRootNode = new aiNode();
scene->mRootNode->mName.Set("Root");
AddNodes(0,scene->mRootNode,2);
process = new PretransformVertices();
}
// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest :: tearDown (void)
{
delete scene;
delete process;
}
// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest :: testProcess_CollapseHierarchy (void)
{
process->KeepHierarchy(false);
process->Execute(scene);
CPPUNIT_ASSERT(scene->mNumMaterials == 5);
CPPUNIT_ASSERT(scene->mNumMeshes == 10); // every second mesh has normals
}
// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest :: testProcess_KeepHierarchy (void)
{
process->KeepHierarchy(true);
process->Execute(scene);
CPPUNIT_ASSERT(scene->mNumMaterials == 5);
CPPUNIT_ASSERT(scene->mNumMeshes == 49); // see note on mesh 12 above
}