cesium-native/CesiumGltf/test/TestModel.cpp

484 lines
14 KiB
C++

#include "CesiumGltf/AccessorView.h"
#include "CesiumGltf/Model.h"
#include <catch2/catch.hpp>
#include <glm/common.hpp>
#include <glm/gtc/epsilon.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include <algorithm>
#include <cstdint>
#include <cstring>
#include <iostream>
#include <utility>
#include <vector>
using namespace CesiumGltf;
#define DEFAULT_EPSILON 1e-6f
TEST_CASE("Test forEachPrimitive") {
Model model;
model.scenes.resize(2);
model.scene = 0;
Scene& scene0 = model.scenes[0];
Scene& scene1 = model.scenes[1];
glm::dmat4 parentNodeMatrix(
1.0,
6.0,
23.1,
10.3,
0.0,
3.0,
2.0,
1.0,
0.0,
4.5,
1.0,
0.0,
3.7,
0.0,
0.0,
1.0);
glm::dmat4 childNodeMatrix(
4.0,
0.0,
0.0,
3.0,
2.8,
2.0,
3.0,
2.0,
0.0,
1.0,
0.0,
0.0,
0.0,
5.3,
0.0,
1.0);
glm::dmat4 expectedNodeTransform = parentNodeMatrix * childNodeMatrix;
model.nodes.resize(4);
Node& node0 = model.nodes[0];
Node& node1 = model.nodes[1];
Node& node2 = model.nodes[2];
Node& node3 = model.nodes[3];
scene0.nodes = {0, 1};
scene1.nodes = {2};
node2.children = {3};
std::memcpy(node2.matrix.data(), &parentNodeMatrix, sizeof(glm::dmat4));
scene1.nodes = {2};
std::memcpy(node3.matrix.data(), &childNodeMatrix, sizeof(glm::dmat4));
node2.children = {3};
model.meshes.resize(3);
Mesh& mesh0 = model.meshes[0];
Mesh& mesh1 = model.meshes[1];
Mesh& mesh2 = model.meshes[2];
node0.mesh = 0;
node1.mesh = 1;
node3.mesh = 2;
MeshPrimitive& primitive0 = mesh0.primitives.emplace_back();
mesh1.primitives.resize(2);
MeshPrimitive& primitive1 = mesh1.primitives[0];
MeshPrimitive& primitive2 = mesh1.primitives[1];
MeshPrimitive& primitive3 = mesh2.primitives.emplace_back();
SECTION("Check that the correct primitives are iterated over.") {
std::vector<MeshPrimitive*> iteratedPrimitives;
model.forEachPrimitiveInScene(
-1,
[&iteratedPrimitives](
Model& /*model*/,
Node& /*node*/,
Mesh& /*mesh*/,
MeshPrimitive& primitive,
const glm::dmat4& /*transform*/) {
iteratedPrimitives.push_back(&primitive);
});
REQUIRE(iteratedPrimitives.size() == 3);
REQUIRE(
std::find(
iteratedPrimitives.begin(),
iteratedPrimitives.end(),
&primitive0) != iteratedPrimitives.end());
REQUIRE(
std::find(
iteratedPrimitives.begin(),
iteratedPrimitives.end(),
&primitive1) != iteratedPrimitives.end());
REQUIRE(
std::find(
iteratedPrimitives.begin(),
iteratedPrimitives.end(),
&primitive2) != iteratedPrimitives.end());
iteratedPrimitives.clear();
model.forEachPrimitiveInScene(
0,
[&iteratedPrimitives](
Model& /*model*/,
Node& /*node*/,
Mesh& /*mesh*/,
MeshPrimitive& primitive,
const glm::dmat4& /*transform*/) {
iteratedPrimitives.push_back(&primitive);
});
REQUIRE(iteratedPrimitives.size() == 3);
REQUIRE(
std::find(
iteratedPrimitives.begin(),
iteratedPrimitives.end(),
&primitive0) != iteratedPrimitives.end());
REQUIRE(
std::find(
iteratedPrimitives.begin(),
iteratedPrimitives.end(),
&primitive1) != iteratedPrimitives.end());
REQUIRE(
std::find(
iteratedPrimitives.begin(),
iteratedPrimitives.end(),
&primitive2) != iteratedPrimitives.end());
iteratedPrimitives.clear();
model.forEachPrimitiveInScene(
1,
[&iteratedPrimitives](
Model& /*model*/,
Node& /*node*/,
Mesh& /*mesh*/,
MeshPrimitive& primitive,
const glm::dmat4& /*transform*/) {
iteratedPrimitives.push_back(&primitive);
});
REQUIRE(iteratedPrimitives.size() == 1);
REQUIRE(iteratedPrimitives[0] == &primitive3);
}
SECTION("Check the node transform") {
std::vector<glm::dmat4> nodeTransforms;
model.forEachPrimitiveInScene(
1,
[&nodeTransforms](
Model& /*model*/,
Node& /*node*/,
Mesh& /*mesh*/,
MeshPrimitive& /*primitive*/,
const glm::dmat4& transform) {
nodeTransforms.push_back(transform);
});
REQUIRE(nodeTransforms.size() == 1);
REQUIRE(nodeTransforms[0] == expectedNodeTransform);
}
}
static Model createCubeGltf() {
Model model;
std::vector<glm::vec3> cubeVertices = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 1.0f),
glm::vec3(0.0f, 0.0f, 1.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(1.0f, 1.0f, 0.0f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.0f, 1.0f, 1.0f)};
// TODO: generalize type so each index type can be tested?
std::vector<uint8_t> cubeIndices = {0, 1, 2, 0, 2, 3,
4, 6, 5, 4, 7, 6,
0, 5, 1, 0, 4, 5,
0, 7, 4, 0, 3, 7,
1, 5, 6, 1, 6, 2,
3, 2, 6, 3, 6, 7};
size_t vertexbyteStride = sizeof(glm::vec3);
size_t vertexbyteLength = 8 * vertexbyteStride;
Buffer& vertexBuffer = model.buffers.emplace_back();
vertexBuffer.byteLength = static_cast<int64_t>(vertexbyteLength);
vertexBuffer.cesium.data.resize(vertexbyteLength);
std::memcpy(
vertexBuffer.cesium.data.data(),
&cubeVertices[0],
vertexbyteLength);
BufferView& vertexBufferView = model.bufferViews.emplace_back();
vertexBufferView.buffer = 0;
vertexBufferView.byteLength = vertexBuffer.byteLength;
vertexBufferView.byteOffset = 0;
vertexBufferView.byteStride = static_cast<int64_t>(vertexbyteStride);
vertexBufferView.target = BufferView::Target::ARRAY_BUFFER;
Accessor& vertexAccessor = model.accessors.emplace_back();
vertexAccessor.bufferView = 0;
vertexAccessor.byteOffset = 0;
vertexAccessor.componentType = Accessor::ComponentType::FLOAT;
vertexAccessor.count = 8;
vertexAccessor.type = Accessor::Type::VEC3;
Buffer& indexBuffer = model.buffers.emplace_back();
indexBuffer.byteLength = 36;
indexBuffer.cesium.data.resize(36);
std::memcpy(indexBuffer.cesium.data.data(), &cubeIndices[0], 36);
BufferView& indexBufferView = model.bufferViews.emplace_back();
indexBufferView.buffer = 1;
indexBufferView.byteLength = 36;
indexBufferView.byteOffset = 0;
indexBufferView.byteStride = 1;
indexBufferView.target = BufferView::Target::ELEMENT_ARRAY_BUFFER;
Accessor& indexAccessor = model.accessors.emplace_back();
indexAccessor.bufferView = 1;
indexAccessor.byteOffset = 0;
indexAccessor.componentType = Accessor::ComponentType::UNSIGNED_BYTE;
indexAccessor.count = 36;
indexAccessor.type = Accessor::Type::SCALAR;
Scene& scene = model.scenes.emplace_back();
Node& node = model.nodes.emplace_back();
Mesh& mesh = model.meshes.emplace_back();
MeshPrimitive& primitive = mesh.primitives.emplace_back();
primitive.attributes.emplace("POSITION", 0);
primitive.indices = 1;
primitive.mode = MeshPrimitive::Mode::TRIANGLES;
model.scene = 0;
scene.nodes = {0};
node.mesh = 0;
return model;
}
static Model createTriangleStrip() {
Model model;
std::vector<glm::vec3> vertices = {
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(1.0f, 1.0f, -1.0f)};
size_t byteStride = sizeof(glm::vec3);
size_t byteLength = 4 * byteStride;
Buffer& vertexBuffer = model.buffers.emplace_back();
vertexBuffer.byteLength = static_cast<int64_t>(byteLength);
vertexBuffer.cesium.data.resize(byteLength);
std::memcpy(vertexBuffer.cesium.data.data(), &vertices[0], byteLength);
BufferView& vertexBufferView = model.bufferViews.emplace_back();
vertexBufferView.buffer = 0;
vertexBufferView.byteLength = vertexBuffer.byteLength;
vertexBufferView.byteOffset = 0;
vertexBufferView.byteStride = static_cast<int64_t>(byteStride);
vertexBufferView.target = BufferView::Target::ARRAY_BUFFER;
Accessor& vertexAccessor = model.accessors.emplace_back();
vertexAccessor.bufferView = 0;
vertexAccessor.byteOffset = 0;
vertexAccessor.componentType = Accessor::ComponentType::FLOAT;
vertexAccessor.count = 4;
vertexAccessor.type = Accessor::Type::VEC3;
Scene& scene = model.scenes.emplace_back();
Node& node = model.nodes.emplace_back();
Mesh& mesh = model.meshes.emplace_back();
MeshPrimitive& primitive = mesh.primitives.emplace_back();
primitive.attributes.emplace("POSITION", 0);
primitive.mode = MeshPrimitive::Mode::TRIANGLE_STRIP;
model.scene = 0;
scene.nodes = {0};
node.mesh = 0;
return model;
}
static Model createTriangleFan() {
Model model;
std::vector<glm::vec3> vertices = {
glm::vec3(0.5f, 1.0f, -0.5f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, -1.0f),
glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(0.0f, 0.0f, 0.0f)};
size_t byteStride = sizeof(glm::vec3);
size_t byteLength = 6 * byteStride;
Buffer& vertexBuffer = model.buffers.emplace_back();
vertexBuffer.byteLength = static_cast<int64_t>(byteLength);
vertexBuffer.cesium.data.resize(byteLength);
std::memcpy(vertexBuffer.cesium.data.data(), &vertices[0], byteLength);
BufferView& vertexBufferView = model.bufferViews.emplace_back();
vertexBufferView.buffer = 0;
vertexBufferView.byteLength = vertexBuffer.byteLength;
vertexBufferView.byteOffset = 0;
vertexBufferView.byteStride = static_cast<int64_t>(byteStride);
vertexBufferView.target = BufferView::Target::ARRAY_BUFFER;
Accessor& vertexAccessor = model.accessors.emplace_back();
vertexAccessor.bufferView = 0;
vertexAccessor.byteOffset = 0;
vertexAccessor.componentType = Accessor::ComponentType::FLOAT;
vertexAccessor.count = 6;
vertexAccessor.type = Accessor::Type::VEC3;
Scene& scene = model.scenes.emplace_back();
Node& node = model.nodes.emplace_back();
Mesh& mesh = model.meshes.emplace_back();
MeshPrimitive& primitive = mesh.primitives.emplace_back();
primitive.attributes.emplace("POSITION", 0);
primitive.mode = MeshPrimitive::Mode::TRIANGLE_FAN;
model.scene = 0;
scene.nodes = {0};
node.mesh = 0;
return model;
}
TEST_CASE("Test smooth normal generation") {
SECTION("Test normal generation TRIANGLES") {
Model model = createCubeGltf();
model.generateMissingNormalsSmooth();
REQUIRE(model.scene == 0);
REQUIRE(model.scenes.size() == 1);
REQUIRE(model.scenes[0].nodes.size() == 1);
REQUIRE(model.scenes[0].nodes[0] == 0);
REQUIRE(model.nodes.size() == 1);
REQUIRE(model.nodes[0].mesh == 0);
REQUIRE(model.meshes.size() == 1);
REQUIRE(model.meshes[0].primitives.size() == 1);
MeshPrimitive& primitive = model.meshes[0].primitives[0];
auto normalIt = primitive.attributes.find("NORMAL");
REQUIRE(normalIt != primitive.attributes.end());
AccessorView<glm::vec3> normalView(model, normalIt->second);
REQUIRE(normalView.status() == AccessorViewStatus::Valid);
REQUIRE(normalView.size() == 8);
const glm::vec3& vertex0Normal = normalView[0];
glm::vec3 expectedNormal(-1.0f, -1.0f, -1.0f);
expectedNormal = glm::normalize(expectedNormal);
REQUIRE(glm::all(
glm::epsilonEqual(vertex0Normal, expectedNormal, DEFAULT_EPSILON)));
const glm::vec3& vertex6Normal = normalView[6];
expectedNormal = glm::vec3(1.0f, 1.0f, 1.0f);
expectedNormal = glm::normalize(expectedNormal);
REQUIRE(glm::all(
glm::epsilonEqual(vertex6Normal, expectedNormal, DEFAULT_EPSILON)));
}
SECTION("Test normal generation for TRIANGLE_STRIP") {
Model model = createTriangleStrip();
model.generateMissingNormalsSmooth();
REQUIRE(model.scene == 0);
REQUIRE(model.scenes.size() == 1);
REQUIRE(model.scenes[0].nodes.size() == 1);
REQUIRE(model.scenes[0].nodes[0] == 0);
REQUIRE(model.nodes.size() == 1);
REQUIRE(model.nodes[0].mesh == 0);
REQUIRE(model.meshes.size() == 1);
REQUIRE(model.meshes[0].primitives.size() == 1);
MeshPrimitive& primitive = model.meshes[0].primitives[0];
auto normalIt = primitive.attributes.find("NORMAL");
REQUIRE(normalIt != primitive.attributes.end());
AccessorView<glm::vec3> normalView(model, normalIt->second);
REQUIRE(normalView.status() == AccessorViewStatus::Valid);
REQUIRE(normalView.size() == 4);
const glm::vec3& vertex1Normal = normalView[1];
const glm::vec3& vertex2Normal = normalView[2];
glm::vec3 expectedNormal(0.0f, 1.0f, 0.0f);
expectedNormal = glm::normalize(expectedNormal);
REQUIRE(glm::all(
glm::epsilonEqual(vertex1Normal, expectedNormal, DEFAULT_EPSILON)));
REQUIRE(glm::all(
glm::epsilonEqual(vertex2Normal, expectedNormal, DEFAULT_EPSILON)));
}
SECTION("Test normal generation for TRIANGLE_STRIP") {
Model model = createTriangleFan();
model.generateMissingNormalsSmooth();
REQUIRE(model.scene == 0);
REQUIRE(model.scenes.size() == 1);
REQUIRE(model.scenes[0].nodes.size() == 1);
REQUIRE(model.scenes[0].nodes[0] == 0);
REQUIRE(model.nodes.size() == 1);
REQUIRE(model.nodes[0].mesh == 0);
REQUIRE(model.meshes.size() == 1);
REQUIRE(model.meshes[0].primitives.size() == 1);
MeshPrimitive& primitive = model.meshes[0].primitives[0];
auto normalIt = primitive.attributes.find("NORMAL");
REQUIRE(normalIt != primitive.attributes.end());
AccessorView<glm::vec3> normalView(model, normalIt->second);
REQUIRE(normalView.status() == AccessorViewStatus::Valid);
REQUIRE(normalView.size() == 6);
const glm::vec3& vertex0Normal = normalView[0];
glm::vec3 expectedNormal(0.0f, 1.0f, 0.0f);
expectedNormal = glm::normalize(expectedNormal);
REQUIRE(glm::all(
glm::epsilonEqual(vertex0Normal, expectedNormal, DEFAULT_EPSILON)));
}
}