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o3de/Gems/SceneProcessing/Code/Tests/MeshBuilder/MeshOptimizerComponentTests...

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C++

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