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* Ignore Clipper, libpng, mcut and Boost.Polygon Internals in clang-tidy Each only works through a wrapper or umbrella header: libslic3r/clipper.hpp or clipper_z.hpp configure Clipper before including it, png.h pulls in libpng's config headers, and Boost.Polygon's headers only compile through polygon.hpp or voronoi.hpp. * Ignore minilzo's Config Headers in clang-tidy lzoconf.h and lzodefs.h are internal to minilzo.h, which is what the code includes. * Add Missing Includes Across the Remaining Sources and Tests Covers src/slic3r/Utils, src/slic3r/plugin, src/slic3r/Config, src/libvgcode, src/dev-utils, src/OrcaSlicer.cpp and tests/, the directories left after src/slic3r/GUI and src/libslic3r. Generated with clang-tidy misc-include-cleaner. libvgcode's own headers are included by relative path as in the rest of that library, and Catch2 and pybind11 with angle brackets as elsewhere in the repo. * Make the GUI and Test Headers Compile on Their Own Each now includes, or forward-declares, what it uses instead of relying on what its includers happened to include first. Headers that only compile on one platform, or that nothing built includes, are left alone. * Keep Windows and nanosvg Setup Ahead of the Added Includes OrcaSlicer.cpp and several tests set _WIN32_WINNT, WIN32_LEAN_AND_MEAN or NOMINMAX before including Windows.h, and the profile validator defines NANOSVG_IMPLEMENTATION before any libslic3r header. The added includes had landed above those blocks, which broke the Windows build. * Add the GUI Includes the First Pass Missed Covers headers that only became editable once they compiled on their own, and wx symbols whose suggested header changed as the clang-tidy ignore list grew after the src/slic3r/GUI pass. * Keep the Added Test Includes Below the NOMINMAX Guard test_marchingsquares.cpp and test_texture_displacement.cpp had includes inside #ifndef NOMINMAX, which the tests inherit as defined on Windows from libslic3r, so those were skipped there. .clang-tidy also ignores the MSVC STL and UCRT internals, Boost.Multiprecision's fwd.hpp and CPython's Windows include directory, as in #16068.
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
#include <catch2/catch_all.hpp>
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#include <catch2/catch_test_macros.hpp>
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#include <catch2/catch_approx.hpp>
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#include "test_utils.hpp"
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#include <igl/Hit.h>
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#include <cstddef>
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/AABBTreeIndirect.hpp>
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#include <vector>
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using namespace Slic3r;
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TEST_CASE("Building a tree over a box, ray caster and closest query", "[AABBIndirect]")
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{
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TriangleMesh tmesh = make_cube(1., 1., 1.);
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auto tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(tmesh.its.vertices, tmesh.its.indices);
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REQUIRE(! tree.empty());
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igl::Hit<float> hit;
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bool intersected = AABBTreeIndirect::intersect_ray_first_hit(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.5, 0.5, -5.),
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Vec3d(0., 0., 1.),
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hit);
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REQUIRE(intersected);
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REQUIRE(hit.t == Catch::Approx(5.));
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std::vector<igl::Hit<float>> hits;
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bool intersected2 = AABBTreeIndirect::intersect_ray_all_hits(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.3, 0.5, -5.),
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Vec3d(0., 0., 1.),
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hits);
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REQUIRE(intersected2);
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REQUIRE(hits.size() == 2);
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REQUIRE(hits.front().t == Catch::Approx(5.));
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REQUIRE(hits.back().t == Catch::Approx(6.));
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size_t hit_idx;
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Vec3d closest_point;
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double squared_distance = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.3, 0.5, -5.),
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hit_idx, closest_point);
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REQUIRE(squared_distance == Catch::Approx(5. * 5.));
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REQUIRE(closest_point.x() == Catch::Approx(0.3));
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REQUIRE(closest_point.y() == Catch::Approx(0.5));
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REQUIRE(closest_point.z() == Catch::Approx(0.));
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squared_distance = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.3, 0.5, 5.),
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hit_idx, closest_point);
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REQUIRE(squared_distance == Catch::Approx(4. * 4.));
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REQUIRE(closest_point.x() == Catch::Approx(0.3));
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REQUIRE(closest_point.y() == Catch::Approx(0.5));
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REQUIRE(closest_point.z() == Catch::Approx(1.));
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}
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