reformat unittests.
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@@ -49,10 +49,8 @@ using namespace Assimp;
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class utJoinVertices : public ::testing::Test {
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public:
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utJoinVertices()
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: Test()
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, piProcess(nullptr)
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, pcMesh(nullptr) {
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utJoinVertices() :
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Test(), piProcess(nullptr), pcMesh(nullptr) {
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// empty
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}
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@@ -61,8 +59,8 @@ protected:
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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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JoinVerticesProcess *piProcess;
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aiMesh *pcMesh;
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};
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// ------------------------------------------------------------------------------------------------
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@@ -75,20 +73,20 @@ void utJoinVertices::SetUp() {
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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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const unsigned int base = i*300;
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for (unsigned int a = 0; a < 300;++a) {
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pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a;
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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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const unsigned int base = i * 300;
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for (unsigned int a = 0; a < 300; ++a) {
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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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aiFace& face = pcMesh->mFaces[i];
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face.mIndices = new unsigned int[ face.mNumIndices = 3 ];
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for (unsigned int i = 0, p = 0; i < 300; ++i) {
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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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@@ -118,21 +116,21 @@ void utJoinVertices::TearDown() {
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// ------------------------------------------------------------------------------------------------
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TEST_F(utJoinVertices, testProcess) {
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// execute the step on the given data
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piProcess->ProcessMesh(pcMesh,0);
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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( nullptr != pcMesh->mNormals);
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ASSERT_TRUE( nullptr != pcMesh->mTangents);
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ASSERT_TRUE( nullptr != pcMesh->mBitangents);
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ASSERT_TRUE( nullptr != pcMesh->mTextureCoords[0]);
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ASSERT_TRUE(nullptr != pcMesh->mNormals);
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ASSERT_TRUE(nullptr != pcMesh->mTangents);
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ASSERT_TRUE(nullptr != pcMesh->mBitangents);
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ASSERT_TRUE(nullptr != 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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aiVector3D& v = pcMesh->mVertices[i];
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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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@@ -140,5 +138,5 @@ TEST_F(utJoinVertices, testProcess) {
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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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EXPECT_EQ(150.f * 299.f * 3.f, fSum); // gaussian sum equation
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}
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