Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>monroegm-disable-blank-issue-2
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <gtest/gtest.h>
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#include <AzCore/Component/ComponentApplication.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Jobs/JobManagerComponent.h>
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#include <AzCore/Memory/MemoryComponent.h>
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzCore/std/smart_ptr/shared_ptr.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
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#include <SceneAPI/SceneCore/Events/GenerateEventContext.h>
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#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/Groups/MeshGroup.h>
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#include <Generation/Components/MeshOptimizer/MeshOptimizerComponent.h>
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#include <InitSceneAPIFixture.h>
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namespace SceneProcessing
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{
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using VertexDeduplicationFixture = SceneProcessing::InitSceneAPIFixture;
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TEST_F(VertexDeduplicationFixture, CanDeduplicateVertices)
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{
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AZ::ComponentApplication app;
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AZ::Entity* systemEntity = app.Create({}, {});
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systemEntity->AddComponent(aznew AZ::MemoryComponent());
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systemEntity->AddComponent(aznew AZ::JobManagerComponent());
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systemEntity->Init();
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systemEntity->Activate();
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AZ::SceneAPI::Containers::Scene scene("testScene");
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AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
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// Create a simple plane with 2 triangles, 6 total vertices, 2 shared vertices
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// 0 --- 1
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// | / |
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// | / |
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// | / |
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// 2 --- 3
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const AZStd::array planeVertexPositions = {
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AZ::Vector3{0.0f, 0.0f, 0.0f},
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AZ::Vector3{0.0f, 0.0f, 1.0f},
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AZ::Vector3{1.0f, 0.0f, 1.0f},
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AZ::Vector3{1.0f, 0.0f, 1.0f},
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AZ::Vector3{1.0f, 0.0f, 0.0f},
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AZ::Vector3{0.0f, 0.0f, 0.0f},
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};
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{
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auto mesh = AZStd::make_unique<AZ::SceneData::GraphData::MeshData>();
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{
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int i = 0;
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for (const AZ::Vector3& position : planeVertexPositions)
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{
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mesh->AddPosition(position);
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mesh->AddNormal(AZ::Vector3::CreateAxisY());
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// This assumes that the data coming from the import process gives a unique control point
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// index to every vertex. This follows the behavior of the AssImp library.
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mesh->SetVertexIndexToControlPointIndexMap(i, i);
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++i;
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}
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}
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mesh->AddFace({0, 1, 2}, 0);
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mesh->AddFace({3, 4, 5}, 0);
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// The original source mesh should have 6 vertices
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EXPECT_EQ(mesh->GetVertexCount(), planeVertexPositions.size());
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graph.AddChild(graph.GetRoot(), "testMesh", AZStd::move(mesh));
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}
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auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
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meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
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scene.GetManifest().AddEntry(AZStd::move(meshGroup));
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AZ::SceneGenerationComponents::MeshOptimizerComponent component;
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AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
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component.OptimizeMeshes(context);
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AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
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ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
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const auto& optimizedMesh = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
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ASSERT_TRUE(optimizedMesh);
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// The optimized mesh should have 4 vertices, the 2 shared vertices are welded together
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EXPECT_EQ(optimizedMesh->GetVertexCount(), 4);
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systemEntity->Deactivate();
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}
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} // namespace SceneProcessing
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