restructure more
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137
ThirdParty/assimp/test/unit/utTriangulate.cpp
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137
ThirdParty/assimp/test/unit/utTriangulate.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include <assimp/scene.h>
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#include "PostProcessing/TriangulateProcess.h"
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using namespace std;
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using namespace Assimp;
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class TriangulateProcessTest : public ::testing::Test {
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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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aiMesh *pcMesh;
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TriangulateProcess *piProcess;
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};
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void TriangulateProcessTest::SetUp() {
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piProcess = new TriangulateProcess();
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pcMesh = new aiMesh();
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pcMesh->mNumFaces = 1000;
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pcMesh->mFaces = new aiFace[1000];
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pcMesh->mVertices = new aiVector3D[10000];
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pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
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for (unsigned int m = 0, t = 0, q = 4; m < 1000; ++m) {
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++t;
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aiFace &face = pcMesh->mFaces[m];
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face.mNumIndices = t;
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if (4 == t) {
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face.mNumIndices = q++;
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t = 0;
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if (10 == q) q = 4;
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}
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face.mIndices = new unsigned int[face.mNumIndices];
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for (unsigned int p = 0; p < face.mNumIndices; ++p) {
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face.mIndices[p] = pcMesh->mNumVertices;
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// construct fully convex input data in ccw winding, xy plane
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aiVector3D &v = pcMesh->mVertices[pcMesh->mNumVertices++];
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v.z = 0.f;
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v.x = cos(p * (float)(AI_MATH_TWO_PI) / face.mNumIndices);
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v.y = sin(p * (float)(AI_MATH_TWO_PI) / face.mNumIndices);
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}
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}
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}
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void TriangulateProcessTest::TearDown() {
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delete piProcess;
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delete pcMesh;
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}
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TEST_F(TriangulateProcessTest, testTriangulation) {
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piProcess->TriangulateMesh(pcMesh);
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for (unsigned int m = 0, t = 0, q = 4, max = 1000, idx = 0; m < max; ++m) {
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++t;
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aiFace &face = pcMesh->mFaces[m];
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if (4 == t) {
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t = 0;
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max += q - 3;
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std::vector<bool> ait(q, false);
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for (unsigned int i = 0, tt = q - 2; i < tt; ++i, ++m) {
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aiFace &curFace = pcMesh->mFaces[m];
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EXPECT_EQ(3U, curFace.mNumIndices);
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for (unsigned int qqq = 0; qqq < curFace.mNumIndices; ++qqq) {
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ait[curFace.mIndices[qqq] - idx] = true;
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}
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}
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for (std::vector<bool>::const_iterator it = ait.begin(); it != ait.end(); ++it) {
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EXPECT_TRUE(*it);
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}
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--m;
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idx += q;
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if (++q == 10) {
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q = 4;
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}
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} else {
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EXPECT_EQ(t, face.mNumIndices);
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for (unsigned int i = 0; i < face.mNumIndices; ++i, ++idx) {
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EXPECT_EQ(idx, face.mIndices[i]);
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}
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}
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}
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// we should have no valid normal vectors now because we aren't a pure polygon mesh
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EXPECT_TRUE(pcMesh->mNormals == nullptr);
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}
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