Refactor: Use LF for end of line
This commit is contained in:
+105
-105
@@ -1,105 +1,105 @@
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#include "UnitTestPCH.h"
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#include <assimp/scene.h>
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#include <JoinVerticesProcess.h>
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using namespace std;
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using namespace Assimp;
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class JoinVerticesTest : public ::testing::Test
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{
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public:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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JoinVerticesProcess* piProcess;
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aiMesh* pcMesh;
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};
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// ------------------------------------------------------------------------------------------------
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void JoinVerticesTest::SetUp()
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{
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// construct the process
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piProcess = new JoinVerticesProcess();
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// create a quite small mesh for testing purposes -
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// the mesh itself is *something* but it has redundant vertices
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pcMesh = new aiMesh();
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pcMesh->mNumVertices = 900;
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aiVector3D*& pv = pcMesh->mVertices = new aiVector3D[900];
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for (unsigned int i = 0; i < 3;++i)
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{
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const unsigned int base = i*300;
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for (unsigned int a = 0; a < 300;++a)
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{
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pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a;
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}
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}
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// generate faces - each vertex is referenced once
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pcMesh->mNumFaces = 300;
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pcMesh->mFaces = new aiFace[300];
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for (unsigned int i = 0,p = 0; i < 300;++i)
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{
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aiFace& face = pcMesh->mFaces[i];
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face.mIndices = new unsigned int[ face.mNumIndices = 3 ];
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for (unsigned int a = 0; a < 3;++a)
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face.mIndices[a] = p++;
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}
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// generate extra members - set them to zero to make sure they're identical
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pcMesh->mTextureCoords[0] = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mTextureCoords[0][i] = aiVector3D( 0.f );
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pcMesh->mNormals = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mNormals[i] = aiVector3D( 0.f );
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pcMesh->mTangents = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mTangents[i] = aiVector3D( 0.f );
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pcMesh->mBitangents = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mBitangents[i] = aiVector3D( 0.f );
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}
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// ------------------------------------------------------------------------------------------------
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void JoinVerticesTest::TearDown()
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{
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delete this->pcMesh;
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delete this->piProcess;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(JoinVerticesTest, testProcess)
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{
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// execute the step on the given data
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piProcess->ProcessMesh(pcMesh,0);
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// the number of faces shouldn't change
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ASSERT_EQ(300U, pcMesh->mNumFaces);
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ASSERT_EQ(300U, pcMesh->mNumVertices);
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ASSERT_TRUE(NULL != pcMesh->mNormals);
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ASSERT_TRUE(NULL != pcMesh->mTangents);
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ASSERT_TRUE(NULL != pcMesh->mBitangents);
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ASSERT_TRUE(NULL != pcMesh->mTextureCoords[0]);
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// the order doesn't care
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float fSum = 0.f;
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for (unsigned int i = 0; i < 300;++i)
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{
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aiVector3D& v = pcMesh->mVertices[i];
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fSum += v.x + v.y + v.z;
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EXPECT_FALSE(pcMesh->mNormals[i].x);
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EXPECT_FALSE(pcMesh->mTangents[i].x);
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EXPECT_FALSE(pcMesh->mBitangents[i].x);
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EXPECT_FALSE(pcMesh->mTextureCoords[0][i].x);
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}
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EXPECT_EQ(150.f*299.f*3.f, fSum); // gaussian sum equation
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}
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#include "UnitTestPCH.h"
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#include <assimp/scene.h>
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#include <JoinVerticesProcess.h>
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using namespace std;
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using namespace Assimp;
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class JoinVerticesTest : public ::testing::Test
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{
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public:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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JoinVerticesProcess* piProcess;
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aiMesh* pcMesh;
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};
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// ------------------------------------------------------------------------------------------------
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void JoinVerticesTest::SetUp()
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{
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// construct the process
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piProcess = new JoinVerticesProcess();
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// create a quite small mesh for testing purposes -
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// the mesh itself is *something* but it has redundant vertices
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pcMesh = new aiMesh();
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pcMesh->mNumVertices = 900;
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aiVector3D*& pv = pcMesh->mVertices = new aiVector3D[900];
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for (unsigned int i = 0; i < 3;++i)
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{
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const unsigned int base = i*300;
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for (unsigned int a = 0; a < 300;++a)
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{
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pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a;
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}
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}
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// generate faces - each vertex is referenced once
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pcMesh->mNumFaces = 300;
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pcMesh->mFaces = new aiFace[300];
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for (unsigned int i = 0,p = 0; i < 300;++i)
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{
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aiFace& face = pcMesh->mFaces[i];
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face.mIndices = new unsigned int[ face.mNumIndices = 3 ];
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for (unsigned int a = 0; a < 3;++a)
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face.mIndices[a] = p++;
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}
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// generate extra members - set them to zero to make sure they're identical
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pcMesh->mTextureCoords[0] = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mTextureCoords[0][i] = aiVector3D( 0.f );
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pcMesh->mNormals = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mNormals[i] = aiVector3D( 0.f );
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pcMesh->mTangents = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mTangents[i] = aiVector3D( 0.f );
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pcMesh->mBitangents = new aiVector3D[900];
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for (unsigned int i = 0; i < 900;++i)pcMesh->mBitangents[i] = aiVector3D( 0.f );
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}
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// ------------------------------------------------------------------------------------------------
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void JoinVerticesTest::TearDown()
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{
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delete this->pcMesh;
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delete this->piProcess;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(JoinVerticesTest, testProcess)
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{
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// execute the step on the given data
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piProcess->ProcessMesh(pcMesh,0);
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// the number of faces shouldn't change
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ASSERT_EQ(300U, pcMesh->mNumFaces);
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ASSERT_EQ(300U, pcMesh->mNumVertices);
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ASSERT_TRUE(NULL != pcMesh->mNormals);
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ASSERT_TRUE(NULL != pcMesh->mTangents);
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ASSERT_TRUE(NULL != pcMesh->mBitangents);
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ASSERT_TRUE(NULL != pcMesh->mTextureCoords[0]);
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// the order doesn't care
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float fSum = 0.f;
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for (unsigned int i = 0; i < 300;++i)
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{
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aiVector3D& v = pcMesh->mVertices[i];
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fSum += v.x + v.y + v.z;
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EXPECT_FALSE(pcMesh->mNormals[i].x);
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EXPECT_FALSE(pcMesh->mTangents[i].x);
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EXPECT_FALSE(pcMesh->mBitangents[i].x);
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EXPECT_FALSE(pcMesh->mTextureCoords[0][i].x);
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}
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EXPECT_EQ(150.f*299.f*3.f, fSum); // gaussian sum equation
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}
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