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Open Asset Import Library (assimp)
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*/
#include "UnitTestPCH.h"

#include <assimp/scene.h>
#include "PostProcessing/LimitBoneWeightsProcess.h"

using namespace std;
using namespace Assimp;

class LimitBoneWeightsTest : public ::testing::Test {
public:
    LimitBoneWeightsTest()
    : Test()
    , mProcess(nullptr)
    , mMesh(nullptr) {
        // empty
    }

protected:
    virtual void SetUp();
    virtual void TearDown();

protected:
    LimitBoneWeightsProcess *mProcess;
    aiMesh *mMesh;
};

// ------------------------------------------------------------------------------------------------
void LimitBoneWeightsTest::SetUp() {
    // construct the process
    this->mProcess = new LimitBoneWeightsProcess();

    // now need to create a nice mesh for testing purposes
    this->mMesh = new aiMesh();

    mMesh->mNumVertices = 500;
    mMesh->mVertices = new aiVector3D[500]; // uninit.
    mMesh->mNumBones = 30;
    mMesh->mBones = new aiBone*[30];
    unsigned int iCur = 0;
    for (unsigned int i = 0; i < 30;++i) {
        aiBone* pc = mMesh->mBones[i] = new aiBone();
        pc->mNumWeights = 250;
        pc->mWeights = new aiVertexWeight[pc->mNumWeights];
        for (unsigned int qq = 0; qq < pc->mNumWeights;++qq) {
            aiVertexWeight& v = pc->mWeights[qq];
            v.mVertexId = iCur++;
            if (500 == iCur) {
                iCur = 0;
            }
            v.mWeight = 1.0f / 15; // each vertex should occur once in two bones
        }
    }
}

// ------------------------------------------------------------------------------------------------
void LimitBoneWeightsTest::TearDown() {
    delete mMesh;
    delete mProcess;
}

// ------------------------------------------------------------------------------------------------
TEST_F(LimitBoneWeightsTest, testProcess) {
    // execute the step on the given data
    mProcess->ProcessMesh(mMesh);

    // check whether everything is ok ...
    typedef std::vector<LimitBoneWeightsProcess::Weight> VertexWeightList;
    VertexWeightList* asWeights = new VertexWeightList[mMesh->mNumVertices];

    for (unsigned int i = 0; i < mMesh->mNumVertices; ++i) {
        asWeights[i].reserve(4);
    }

    // sort back as per-vertex lists
    for (unsigned int i = 0; i < mMesh->mNumBones;++i) {
        aiBone& pcBone = **(mMesh->mBones+i);
        for (unsigned int q = 0; q < pcBone.mNumWeights;++q) {
            aiVertexWeight weight = pcBone.mWeights[q];
            asWeights[weight.mVertexId].push_back(LimitBoneWeightsProcess::Weight (i,weight.mWeight));
        }
    }

    // now validate the size of the lists and check whether all weights sum to 1.0f
    for (unsigned int i = 0; i < mMesh->mNumVertices;++i) {
        EXPECT_LE(asWeights[i].size(), 4U);
        float fSum = 0.0f;
        for (VertexWeightList::const_iterator iter =  asWeights[i].begin(); iter != asWeights[i].end();++iter) {
            fSum += (*iter).mWeight;
        }
        EXPECT_GE(fSum, 0.95F);
        EXPECT_LE(fSum, 1.04F);
    }

    // delete allocated storage
    delete[] asWeights;

    // everything seems to be OK
}
