Fix sphere winding and viewport middle-pan input
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@@ -1,6 +1,8 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Core/Asset/AssetDatabase.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Material/MaterialLoader.h>
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
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@@ -23,6 +25,16 @@ std::string GetMeshFixturePath(const char* fileName) {
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return (std::filesystem::path(XCENGINE_TEST_FIXTURES_DIR) / "Resources" / "Mesh" / fileName).string();
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}
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XCEngine::Core::uint32 ReadMeshIndex(const Mesh& mesh, XCEngine::Core::uint32 index) {
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if (mesh.IsUse32BitIndex()) {
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const auto* indices = static_cast<const XCEngine::Core::uint32*>(mesh.GetIndexData());
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return indices[index];
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}
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const auto* indices = static_cast<const XCEngine::Core::uint16*>(mesh.GetIndexData());
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return static_cast<XCEngine::Core::uint32>(indices[index]);
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}
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XCEngine::Core::uint32 GetFirstSectionMaterialIndex(const Mesh& mesh) {
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if (mesh.GetSections().Empty()) {
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return 0;
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@@ -142,6 +154,41 @@ TEST(MeshLoader, LoadValidObjMesh) {
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delete mesh;
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}
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TEST(MeshLoader, BuiltinSphereUsesFrontFacingWindingForOutwardNormals) {
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LoadResult result = CreateBuiltinMeshResource(GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Sphere));
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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auto* mesh = static_cast<Mesh*>(result.resource);
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const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
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ASSERT_NE(vertices, nullptr);
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ASSERT_GE(mesh->GetIndexCount(), 3u);
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bool foundNonDegenerateTriangle = false;
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for (XCEngine::Core::uint32 index = 0; index + 2 < mesh->GetIndexCount(); index += 3) {
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const XCEngine::Core::uint32 i0 = ReadMeshIndex(*mesh, index + 0);
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const XCEngine::Core::uint32 i1 = ReadMeshIndex(*mesh, index + 1);
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const XCEngine::Core::uint32 i2 = ReadMeshIndex(*mesh, index + 2);
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const XCEngine::Math::Vector3 edge01 = vertices[i1].position - vertices[i0].position;
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const XCEngine::Math::Vector3 edge02 = vertices[i2].position - vertices[i0].position;
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const XCEngine::Math::Vector3 geometricNormal =
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XCEngine::Math::Vector3::Cross(edge01, edge02);
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if (geometricNormal.SqrMagnitude() <= XCEngine::Math::EPSILON) {
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continue;
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}
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const XCEngine::Math::Vector3 averagedVertexNormal =
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(vertices[i0].normal + vertices[i1].normal + vertices[i2].normal).Normalized();
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EXPECT_LT(XCEngine::Math::Vector3::Dot(geometricNormal, averagedVertexNormal), 0.0f);
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foundNonDegenerateTriangle = true;
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break;
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}
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EXPECT_TRUE(foundNonDegenerateTriangle);
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delete mesh;
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}
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TEST(MeshLoader, GeneratesNormalsAndTangentsWhenRequested) {
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MeshLoader loader;
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MeshImportSettings settings;
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