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Add mesh comparison functions, for tests
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src/unittest/test_mesh_compare.cpp
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src/unittest/test_mesh_compare.cpp
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/*
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Minetest
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Copyright (C) 2023 Vitaliy Lobachevskiy
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "test.h"
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#include "mesh_compare.h"
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// This is a self-test to ensure proper functionality of the vertex
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// building functions (`Triangle`, `Quad`) and its validation function
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// `checkMeshEqual` in preparation for the tests in test_content_mapblock.cpp
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class TestMeshCompare : public TestBase {
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public:
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TestMeshCompare() { TestManager::registerTestModule(this); }
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const char *getName() override { return "TestMeshCompare"; }
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void runTests(IGameDef *gamedef) override {
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TEST(testTriangle);
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TEST(testQuad);
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}
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void testTriangle() {
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {0, 1, 2}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {2, 0, 1}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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}},
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}));
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UASSERT(!checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {0, 2, 1}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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}, {0, 1, 2}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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}},
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}));
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UASSERT(!checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {0, 1, 2}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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}},
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}));
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}
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void testQuad() {
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {0, 1, 2, 0, 2, 3}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {2, 3, 0, 1, 2, 0}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {2, 3, 1, 0, 1, 3}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {3, 0, 1, 1, 2, 3}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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}
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};
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static TestMeshCompare mesh_compare_test;
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