Refactor: Use LF for end of line
This commit is contained in:
@@ -1,184 +1,184 @@
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#include "UnitTestPCH.h"
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#include "assimp/types.h"
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#include "assimp/mesh.h"
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#include <VertexTriangleAdjacency.h>
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using namespace std;
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using namespace Assimp;
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class VTAdjacencyTest : public ::testing::Test
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{
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protected:
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void checkMesh(const aiMesh& mesh);
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};
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// ------------------------------------------------------------------------------------------------
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TEST_F(VTAdjacencyTest, largeRandomDataSet)
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{
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// build a test mesh with randomized input data
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// *******************************************************************************
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aiMesh mesh;
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mesh.mNumVertices = 500;
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mesh.mNumFaces = 600;
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mesh.mFaces = new aiFace[600];
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < 600;++i)
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{
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aiFace& face = mesh.mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[0] = iCurrent++;
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while(face.mIndices[0] == ( face.mIndices[1] = (unsigned int)(((float)rand()/RAND_MAX)*499)));
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while(face.mIndices[0] == ( face.mIndices[2] = (unsigned int)(((float)rand()/RAND_MAX)*499)) ||
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face.mIndices[1] == face.mIndices[2]);
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}
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checkMesh(mesh);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(VTAdjacencyTest, smallDataSet)
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{
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// build a test mesh - this one is extremely small
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// *******************************************************************************
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aiMesh mesh;
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mesh.mNumVertices = 5;
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mesh.mNumFaces = 3;
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mesh.mFaces = new aiFace[3];
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mesh.mFaces[0].mIndices = new unsigned int[3];
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mesh.mFaces[1].mIndices = new unsigned int[3];
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mesh.mFaces[2].mIndices = new unsigned int[3];
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mesh.mFaces[0].mIndices[0] = 1;
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mesh.mFaces[0].mIndices[1] = 3;
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mesh.mFaces[0].mIndices[2] = 2;
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mesh.mFaces[1].mIndices[0] = 0;
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mesh.mFaces[1].mIndices[1] = 2;
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mesh.mFaces[1].mIndices[2] = 3;
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mesh.mFaces[2].mIndices[0] = 3;
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mesh.mFaces[2].mIndices[1] = 0;
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mesh.mFaces[2].mIndices[2] = 4;
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checkMesh(mesh);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(VTAdjacencyTest, unreferencedVerticesSet)
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{
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// build a test mesh which does not reference all vertices
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// *******************************************************************************
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aiMesh mesh;
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mesh.mNumVertices = 500;
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mesh.mNumFaces = 600;
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mesh.mFaces = new aiFace[600];
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < 600;++i)
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{
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aiFace& face = mesh.mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[0] = iCurrent++;
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[1] = iCurrent++;
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[2] = iCurrent++;
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if (rand() > RAND_MAX/2 && face.mIndices[0])
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{
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face.mIndices[0]--;
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}
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else if (face.mIndices[1]) face.mIndices[1]--;
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}
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checkMesh(mesh);
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}
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// ------------------------------------------------------------------------------------------------
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void VTAdjacencyTest::checkMesh(const aiMesh& mesh)
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{
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VertexTriangleAdjacency adj(mesh.mFaces,mesh.mNumFaces,mesh.mNumVertices,true);
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unsigned int* const piNum = adj.mLiveTriangles;
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// check the primary adjacency table and check whether all faces
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// are contained in the list
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unsigned int maxOfs = 0;
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for (unsigned int i = 0; i < mesh.mNumFaces;++i)
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{
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aiFace& face = mesh.mFaces[i];
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for (unsigned int qq = 0; qq < 3 ;++qq)
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{
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const unsigned int idx = face.mIndices[qq];
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const unsigned int num = piNum[idx];
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// go to this offset
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const unsigned int ofs = adj.mOffsetTable[idx];
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maxOfs = std::max(ofs+num,maxOfs);
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unsigned int* pi = &adj.mAdjacencyTable[ofs];
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// and search for us ...
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unsigned int tt = 0;
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for (; tt < num;++tt,++pi)
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{
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if (i == *pi)
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{
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// mask our entry in the table. Finally all entries should be masked
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*pi = 0xffffffff;
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// there shouldn't be two entries for the same face
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break;
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}
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}
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// assert if *this* vertex has not been found in the table
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EXPECT_LT(tt, num);
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}
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}
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// now check whether there are invalid faces
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const unsigned int* pi = adj.mAdjacencyTable;
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for (unsigned int i = 0; i < maxOfs;++i,++pi)
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{
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EXPECT_EQ(0xffffffff, *pi);
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}
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// check the numTrianglesPerVertex table
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for (unsigned int i = 0; i < mesh.mNumFaces;++i)
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{
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aiFace& face = mesh.mFaces[i];
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for (unsigned int qq = 0; qq < 3 ;++qq)
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{
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const unsigned int idx = face.mIndices[qq];
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// we should not reach 0 here ...
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EXPECT_NE(0U, piNum[idx]);
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piNum[idx]--;
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}
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}
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// check whether we reached 0 in all entries
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for (unsigned int i = 0; i < mesh.mNumVertices;++i)
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{
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EXPECT_FALSE(piNum[i]);
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}
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}
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#include "UnitTestPCH.h"
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#include "assimp/types.h"
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#include "assimp/mesh.h"
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#include <VertexTriangleAdjacency.h>
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using namespace std;
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using namespace Assimp;
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class VTAdjacencyTest : public ::testing::Test
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{
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protected:
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void checkMesh(const aiMesh& mesh);
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};
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// ------------------------------------------------------------------------------------------------
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TEST_F(VTAdjacencyTest, largeRandomDataSet)
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{
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// build a test mesh with randomized input data
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// *******************************************************************************
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aiMesh mesh;
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mesh.mNumVertices = 500;
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mesh.mNumFaces = 600;
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mesh.mFaces = new aiFace[600];
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < 600;++i)
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{
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aiFace& face = mesh.mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[0] = iCurrent++;
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while(face.mIndices[0] == ( face.mIndices[1] = (unsigned int)(((float)rand()/RAND_MAX)*499)));
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while(face.mIndices[0] == ( face.mIndices[2] = (unsigned int)(((float)rand()/RAND_MAX)*499)) ||
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face.mIndices[1] == face.mIndices[2]);
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}
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checkMesh(mesh);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(VTAdjacencyTest, smallDataSet)
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{
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// build a test mesh - this one is extremely small
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// *******************************************************************************
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aiMesh mesh;
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mesh.mNumVertices = 5;
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mesh.mNumFaces = 3;
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mesh.mFaces = new aiFace[3];
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mesh.mFaces[0].mIndices = new unsigned int[3];
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mesh.mFaces[1].mIndices = new unsigned int[3];
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mesh.mFaces[2].mIndices = new unsigned int[3];
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mesh.mFaces[0].mIndices[0] = 1;
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mesh.mFaces[0].mIndices[1] = 3;
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mesh.mFaces[0].mIndices[2] = 2;
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mesh.mFaces[1].mIndices[0] = 0;
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mesh.mFaces[1].mIndices[1] = 2;
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mesh.mFaces[1].mIndices[2] = 3;
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mesh.mFaces[2].mIndices[0] = 3;
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mesh.mFaces[2].mIndices[1] = 0;
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mesh.mFaces[2].mIndices[2] = 4;
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checkMesh(mesh);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(VTAdjacencyTest, unreferencedVerticesSet)
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{
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// build a test mesh which does not reference all vertices
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// *******************************************************************************
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aiMesh mesh;
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mesh.mNumVertices = 500;
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mesh.mNumFaces = 600;
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mesh.mFaces = new aiFace[600];
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < 600;++i)
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{
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aiFace& face = mesh.mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[0] = iCurrent++;
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[1] = iCurrent++;
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if (499 == iCurrent)iCurrent = 0;
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face.mIndices[2] = iCurrent++;
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if (rand() > RAND_MAX/2 && face.mIndices[0])
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{
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face.mIndices[0]--;
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}
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else if (face.mIndices[1]) face.mIndices[1]--;
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}
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checkMesh(mesh);
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}
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// ------------------------------------------------------------------------------------------------
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void VTAdjacencyTest::checkMesh(const aiMesh& mesh)
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{
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VertexTriangleAdjacency adj(mesh.mFaces,mesh.mNumFaces,mesh.mNumVertices,true);
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unsigned int* const piNum = adj.mLiveTriangles;
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// check the primary adjacency table and check whether all faces
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// are contained in the list
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unsigned int maxOfs = 0;
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for (unsigned int i = 0; i < mesh.mNumFaces;++i)
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{
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aiFace& face = mesh.mFaces[i];
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for (unsigned int qq = 0; qq < 3 ;++qq)
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{
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const unsigned int idx = face.mIndices[qq];
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const unsigned int num = piNum[idx];
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// go to this offset
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const unsigned int ofs = adj.mOffsetTable[idx];
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maxOfs = std::max(ofs+num,maxOfs);
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unsigned int* pi = &adj.mAdjacencyTable[ofs];
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// and search for us ...
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unsigned int tt = 0;
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for (; tt < num;++tt,++pi)
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{
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if (i == *pi)
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{
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// mask our entry in the table. Finally all entries should be masked
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*pi = 0xffffffff;
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// there shouldn't be two entries for the same face
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break;
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}
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}
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// assert if *this* vertex has not been found in the table
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EXPECT_LT(tt, num);
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}
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}
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// now check whether there are invalid faces
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const unsigned int* pi = adj.mAdjacencyTable;
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for (unsigned int i = 0; i < maxOfs;++i,++pi)
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{
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EXPECT_EQ(0xffffffff, *pi);
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}
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// check the numTrianglesPerVertex table
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for (unsigned int i = 0; i < mesh.mNumFaces;++i)
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{
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aiFace& face = mesh.mFaces[i];
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for (unsigned int qq = 0; qq < 3 ;++qq)
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{
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const unsigned int idx = face.mIndices[qq];
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// we should not reach 0 here ...
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EXPECT_NE(0U, piNum[idx]);
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piNum[idx]--;
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}
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}
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// check whether we reached 0 in all entries
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for (unsigned int i = 0; i < mesh.mNumVertices;++i)
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{
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EXPECT_FALSE(piNum[i]);
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}
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}
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