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o3de/Code/Tools/SceneAPI/SceneData/Tests/GraphData/MeshDataTests.cpp

126 lines
4.5 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <memory>
#include <AzTest/AzTest.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
namespace AZ
{
namespace SceneData
{
// ===================================================
// == MeshData Construction ==
// ===================================================
TEST(MeshData_Construction, Constructor_DefaultConstruction_PositionCountEqualsZero)
{
AZ::SceneData::GraphData::MeshData meshData;
EXPECT_EQ(0, meshData.GetVertexCount());
}
TEST(MeshData_Construction, Constructor_DefaultConstruction_HasNoNormalData)
{
AZ::SceneData::GraphData::MeshData meshData;
EXPECT_FALSE(meshData.HasNormalData());
}
TEST(MeshData_Construction, AddPosition_AddVector3_GetVertexCountEqualsOne)
{
AZ::SceneData::GraphData::MeshData meshData;
AZ::Vector3 position(1, 0, 0);
meshData.AddPosition(position);
EXPECT_EQ(1, meshData.GetVertexCount());
}
TEST(MeshData_Construction, AddPosition_AddVector3_GetPositionEqual)
{
AZ::SceneData::GraphData::MeshData meshData;
AZ::Vector3 position(0.1f, 0.2f, 0.3f);
meshData.AddPosition(position);
const AZ::Vector3& storedPosition = meshData.GetPosition(0);
EXPECT_FLOAT_EQ(position.GetX(), storedPosition.GetX());
EXPECT_FLOAT_EQ(position.GetY(), storedPosition.GetY());
EXPECT_FLOAT_EQ(position.GetZ(), storedPosition.GetZ());
}
TEST(MeshData_Construction, AddNormal_AddVector3_HasNormalData)
{
AZ::SceneData::GraphData::MeshData meshData;
AZ::Vector3 normal(1, 0, 0);
meshData.AddNormal(normal);
EXPECT_TRUE(meshData.HasNormalData());
}
TEST(MeshData_Construction, AddNormal_AddVector3_GetNormalEqual)
{
AZ::SceneData::GraphData::MeshData meshData;
AZ::Vector3 normal(0.1f, 0.2f, 0.3f);
meshData.AddNormal(normal);
const AZ::Vector3& storedNormal = meshData.GetNormal(0);
EXPECT_FLOAT_EQ(normal.GetX(), storedNormal.GetX());
EXPECT_FLOAT_EQ(normal.GetY(), storedNormal.GetY());
EXPECT_FLOAT_EQ(normal.GetZ(), storedNormal.GetZ());
}
TEST(MeshData_Construction, AddFace_AddValidFace_GetFaceEqual)
{
AZ::SceneData::GraphData::MeshData meshData;
AZ::SceneAPI::DataTypes::IMeshData::Face face;
face.vertexIndex[0] = 0;
face.vertexIndex[1] = 1;
face.vertexIndex[2] = 2;
meshData.AddFace(face);
EXPECT_EQ(1, meshData.GetFaceCount());
const AZ::SceneAPI::DataTypes::IMeshData::Face& testValue = meshData.GetFaceInfo(0);
EXPECT_EQ(testValue.vertexIndex[0], face.vertexIndex[0]);
EXPECT_EQ(testValue.vertexIndex[1], face.vertexIndex[1]);
EXPECT_EQ(testValue.vertexIndex[2], face.vertexIndex[2]);
}
TEST(MeshData_Construction, AddFace_AddValidFaceIndexes_GetFaceEqual)
{
AZ::SceneData::GraphData::MeshData meshData;
meshData.AddFace(0, 1, 2);
EXPECT_EQ(1, meshData.GetFaceCount());
const AZ::SceneAPI::DataTypes::IMeshData::Face& testValue = meshData.GetFaceInfo(0);
EXPECT_EQ(testValue.vertexIndex[0], 0);
EXPECT_EQ(testValue.vertexIndex[1], 1);
EXPECT_EQ(testValue.vertexIndex[2], 2);
}
TEST(MeshData_Construction, AddFace_AddValidFace_GetFaceMaterialEqual)
{
AZ::SceneData::GraphData::MeshData meshData;
AZ::SceneAPI::DataTypes::IMeshData::Face face;
face.vertexIndex[0] = 0;
face.vertexIndex[1] = 1;
face.vertexIndex[2] = 2;
meshData.AddFace(face);
EXPECT_EQ(0, meshData.GetFaceMaterialId(0));
}
}
}