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https://github.com/TorqueGameEngines/Torque3D.git
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* Adjustment: Initial CMake reworking.
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278
Engine/lib/assimp/test/unit/utMaterialSystem.cpp
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278
Engine/lib/assimp/test/unit/utMaterialSystem.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include "Material/MaterialSystem.h"
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#include <assimp/scene.h>
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using namespace ::std;
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using namespace ::Assimp;
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class MaterialSystemTest : public ::testing::Test {
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public:
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virtual void SetUp() { this->pcMat = new aiMaterial(); }
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virtual void TearDown() { delete this->pcMat; }
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protected:
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aiMaterial *pcMat;
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};
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testFloatProperty) {
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float pf = 150392.63f;
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this->pcMat->AddProperty(&pf, 1, "testKey1");
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pf = 0.0f;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey1", 0, 0, pf));
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EXPECT_EQ(150392.63f, pf);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testFloatArrayProperty) {
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float pf[] = { 0.0f, 1.0f, 2.0f, 3.0f };
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unsigned int pMax = sizeof(pf) / sizeof(float);
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this->pcMat->AddProperty(pf, pMax, "testKey2");
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pf[0] = pf[1] = pf[2] = pf[3] = 12.0f;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey2", 0, 0, pf, &pMax));
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EXPECT_EQ(sizeof(pf) / sizeof(float), static_cast<size_t>(pMax));
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EXPECT_TRUE(!pf[0] && 1.0f == pf[1] && 2.0f == pf[2] && 3.0f == pf[3]);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testIntProperty) {
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int pf = 15039263;
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this->pcMat->AddProperty(&pf, 1, "testKey3");
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pf = 12;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey3", 0, 0, pf));
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EXPECT_EQ(15039263, pf);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testIntArrayProperty) {
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int pf[] = { 0, 1, 2, 3 };
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unsigned int pMax = sizeof(pf) / sizeof(int);
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this->pcMat->AddProperty(pf, pMax, "testKey4");
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pf[0] = pf[1] = pf[2] = pf[3] = 12;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey4", 0, 0, pf, &pMax));
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EXPECT_EQ(sizeof(pf) / sizeof(int), pMax);
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EXPECT_TRUE(!pf[0] && 1 == pf[1] && 2 == pf[2] && 3 == pf[3]);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testColorProperty) {
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aiColor4D clr;
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clr.r = 2.0f;
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clr.g = 3.0f;
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clr.b = 4.0f;
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clr.a = 5.0f;
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this->pcMat->AddProperty(&clr, 1, "testKey5");
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clr.b = 1.0f;
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clr.a = clr.g = clr.r = 0.0f;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey5", 0, 0, clr));
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EXPECT_TRUE(clr.r == 2.0f && clr.g == 3.0f && clr.b == 4.0f && clr.a == 5.0f);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testStringProperty) {
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aiString s;
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s.Set("Hello, this is a small test");
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this->pcMat->AddProperty(&s, "testKey6");
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s.Set("358358");
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey6", 0, 0, s));
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EXPECT_STREQ("Hello, this is a small test", s.data);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testDefaultMaterialName) {
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aiString name = pcMat->GetName();
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const int retValue(strncmp(name.C_Str(), AI_DEFAULT_MATERIAL_NAME, name.length));
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EXPECT_EQ(0, retValue);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testBoolProperty) {
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const bool valTrue = true;
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const bool valFalse = false;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&valTrue, 1, "bool_true"));
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&valFalse, 1, "bool_false"));
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bool read = false;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("bool_true", 0, 0, read));
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EXPECT_TRUE(read) << "read true bool";
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("bool_false", 0, 0, read));
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EXPECT_FALSE(read) << "read false bool";
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testCastIntProperty) {
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int value = 10;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "integer"));
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value = 0;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "zero"));
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value = -1;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "negative"));
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// To float
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float valFloat = 0.0f;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("integer", 0, 0, valFloat));
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EXPECT_EQ(10.0f, valFloat);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("zero", 0, 0, valFloat));
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EXPECT_EQ(0.0f, valFloat);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("negative", 0, 0, valFloat));
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EXPECT_EQ(-1.0f, valFloat);
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// To bool
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bool valBool = false;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("integer", 0, 0, valBool));
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EXPECT_EQ(true, valBool);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("zero", 0, 0, valBool));
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EXPECT_EQ(false, valBool);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("negative", 0, 0, valBool));
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EXPECT_EQ(true, valBool);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testCastFloatProperty) {
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float value = 150392.63f;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "float"));
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value = 0;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "zero"));
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// To int
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int valInt = 0.0f;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("float", 0, 0, valInt));
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EXPECT_EQ(150392, valInt);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("zero", 0, 0, valInt));
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EXPECT_EQ(0, valInt);
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// To bool
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bool valBool = false;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("float", 0, 0, valBool));
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EXPECT_EQ(true, valBool);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("zero", 0, 0, valBool));
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EXPECT_EQ(false, valBool);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(MaterialSystemTest, testCastSmallFloatProperty) {
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float value = 0.0078125f;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "float"));
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value = 0;
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EXPECT_EQ(AI_SUCCESS, pcMat->AddProperty(&value, 1, "zero"));
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// To int
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int valInt = 0.0f;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("float", 0, 0, valInt));
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EXPECT_EQ(0, valInt);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("zero", 0, 0, valInt));
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EXPECT_EQ(0, valInt);
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// To bool
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bool valBool = false;
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("float", 0, 0, valBool));
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EXPECT_EQ(true, valBool);
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EXPECT_EQ(AI_SUCCESS, pcMat->Get("zero", 0, 0, valBool));
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EXPECT_EQ(false, valBool);
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}
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// ------------------------------------------------------------------------------------------------
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#if defined(_MSC_VER)
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// Refuse to compile on Windows if any enum values are not explicitly handled in the switch
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// TODO: Move this into assimp/Compiler as a macro and add clang/gcc versions so other code can use it
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__pragma(warning(push));
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__pragma(warning(error : 4061)); // enumerator 'identifier' in switch of enum 'enumeration' is not explicitly handled by a case label
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__pragma(warning(error : 4062)); // enumerator 'identifier' in switch of enum 'enumeration' is not handled
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#endif
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TEST_F(MaterialSystemTest, testMaterialTextureTypeEnum) {
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// Verify that AI_TEXTURE_TYPE_MAX equals the largest 'real' value in the enum
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int32_t maxTextureType = 0;
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static constexpr int32_t bigNumber = 255;
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EXPECT_GT(bigNumber, AI_TEXTURE_TYPE_MAX) << "AI_TEXTURE_TYPE_MAX too large for valid enum test, increase bigNumber";
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// Loop until a value larger than any enum
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for (int32_t i = 0; i < bigNumber; ++i) {
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aiTextureType texType = static_cast<aiTextureType>(i);
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switch (texType) {
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default: break;
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#ifndef SWIG
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case _aiTextureType_Force32Bit: break;
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#endif
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// All the real values
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case aiTextureType_NONE:
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case aiTextureType_DIFFUSE:
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case aiTextureType_SPECULAR:
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case aiTextureType_AMBIENT:
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case aiTextureType_EMISSIVE:
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case aiTextureType_HEIGHT:
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case aiTextureType_NORMALS:
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case aiTextureType_SHININESS:
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case aiTextureType_OPACITY:
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case aiTextureType_DISPLACEMENT:
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case aiTextureType_LIGHTMAP:
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case aiTextureType_REFLECTION:
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case aiTextureType_BASE_COLOR:
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case aiTextureType_NORMAL_CAMERA:
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case aiTextureType_EMISSION_COLOR:
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case aiTextureType_METALNESS:
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case aiTextureType_DIFFUSE_ROUGHNESS:
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case aiTextureType_AMBIENT_OCCLUSION:
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case aiTextureType_SHEEN:
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case aiTextureType_CLEARCOAT:
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case aiTextureType_TRANSMISSION:
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case aiTextureType_UNKNOWN:
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if (i > maxTextureType)
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maxTextureType = i;
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break;
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}
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}
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EXPECT_EQ(maxTextureType, AI_TEXTURE_TYPE_MAX) << "AI_TEXTURE_TYPE_MAX macro must be equal to the largest valid aiTextureType_XXX";
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}
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#if defined(_MSC_VER)
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__pragma (warning(pop))
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#endif
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