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* Adjustment: Initial CMake reworking.
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208
Engine/lib/assimp/test/unit/utFindDegenerates.cpp
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208
Engine/lib/assimp/test/unit/utFindDegenerates.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) 2006-2022, 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 "../../include/assimp/scene.h"
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#include "PostProcessing/FindDegenerates.h"
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#include <memory>
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using namespace std;
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using namespace Assimp;
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class FindDegeneratesProcessTest : public ::testing::Test {
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public:
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FindDegeneratesProcessTest() :
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Test(), mMesh(nullptr), mProcess(nullptr) {
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// empty
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}
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protected:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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aiMesh *mMesh;
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FindDegeneratesProcess *mProcess;
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};
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void FindDegeneratesProcessTest::SetUp() {
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mMesh = new aiMesh();
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mProcess = new FindDegeneratesProcess();
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mMesh->mNumFaces = 1000;
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mMesh->mFaces = new aiFace[1000];
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mMesh->mNumVertices = 5000 * 2;
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mMesh->mVertices = new aiVector3D[5000 * 2];
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for (unsigned int i = 0; i < 5000; ++i) {
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mMesh->mVertices[i] = mMesh->mVertices[i + 5000] = aiVector3D((float)i);
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}
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mMesh->mPrimitiveTypes = aiPrimitiveType_LINE | aiPrimitiveType_POINT |
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aiPrimitiveType_POLYGON | aiPrimitiveType_TRIANGLE;
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unsigned int numOut = 0, numFaces = 0;
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for (unsigned int i = 0; i < 1000; ++i) {
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aiFace &f = mMesh->mFaces[i];
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f.mNumIndices = (i % 5) + 1; // between 1 and 5
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f.mIndices = new unsigned int[f.mNumIndices];
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bool had = false;
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for (unsigned int n = 0; n < f.mNumIndices; ++n) {
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// FIXME
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#if 0
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// some duplicate indices
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if ( n && n == (i / 200)+1) {
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f.mIndices[n] = f.mIndices[n-1];
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had = true;
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}
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// and some duplicate vertices
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#endif
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if (n && i % 2 && 0 == n % 2) {
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f.mIndices[n] = f.mIndices[n - 1] + 5000;
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had = true;
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} else {
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f.mIndices[n] = numOut++;
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}
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}
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if (!had)
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++numFaces;
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}
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mMesh->mNumUVComponents[0] = numOut;
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mMesh->mNumUVComponents[1] = numFaces;
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}
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void FindDegeneratesProcessTest::TearDown() {
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delete mMesh;
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delete mProcess;
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}
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TEST_F(FindDegeneratesProcessTest, testDegeneratesDetection) {
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mProcess->EnableInstantRemoval(false);
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mProcess->ExecuteOnMesh(mMesh);
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unsigned int out = 0;
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for (unsigned int i = 0; i < 1000; ++i) {
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aiFace &f = mMesh->mFaces[i];
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out += f.mNumIndices;
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}
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EXPECT_EQ(1000U, mMesh->mNumFaces);
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EXPECT_EQ(10000U, mMesh->mNumVertices);
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EXPECT_EQ(out, mMesh->mNumUVComponents[0]);
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EXPECT_EQ(static_cast<unsigned int>(
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aiPrimitiveType_LINE | aiPrimitiveType_POINT |
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aiPrimitiveType_POLYGON | aiPrimitiveType_TRIANGLE),
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mMesh->mPrimitiveTypes);
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}
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TEST_F(FindDegeneratesProcessTest, testDegeneratesRemoval) {
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mProcess->EnableAreaCheck(false);
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mProcess->EnableInstantRemoval(true);
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mProcess->ExecuteOnMesh(mMesh);
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EXPECT_EQ(mMesh->mNumUVComponents[1], mMesh->mNumFaces);
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}
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TEST_F(FindDegeneratesProcessTest, testDegeneratesRemovalWithAreaCheck) {
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mProcess->EnableAreaCheck(true);
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mProcess->EnableInstantRemoval(true);
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mProcess->ExecuteOnMesh(mMesh);
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EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
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}
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namespace
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{
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std::unique_ptr<aiMesh> getDegenerateMesh()
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{
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std::unique_ptr<aiMesh> mesh(new aiMesh);
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mesh->mNumVertices = 2;
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mesh->mVertices = new aiVector3D[2];
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mesh->mVertices[0] = aiVector3D{ 0.0f, 0.0f, 0.0f };
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mesh->mVertices[1] = aiVector3D{ 1.0f, 0.0f, 0.0f };
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mesh->mNumFaces = 1;
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mesh->mFaces = new aiFace[1];
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mesh->mFaces[0].mNumIndices = 3;
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mesh->mFaces[0].mIndices = new unsigned int[3];
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mesh->mFaces[0].mIndices[0] = 0;
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mesh->mFaces[0].mIndices[1] = 1;
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mesh->mFaces[0].mIndices[2] = 0;
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return mesh;
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}
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}
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TEST_F(FindDegeneratesProcessTest, meshRemoval) {
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mProcess->EnableAreaCheck(true);
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mProcess->EnableInstantRemoval(true);
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mProcess->ExecuteOnMesh(mMesh);
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std::unique_ptr<aiScene> scene(new aiScene);
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scene->mNumMeshes = 5;
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scene->mMeshes = new aiMesh*[5];
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/// Use the mesh which doesn't get completely stripped of faces from the main test.
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aiMesh* meshWhichSurvives = mMesh;
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mMesh = nullptr;
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scene->mMeshes[0] = getDegenerateMesh().release();
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scene->mMeshes[1] = getDegenerateMesh().release();
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scene->mMeshes[2] = meshWhichSurvives;
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scene->mMeshes[3] = getDegenerateMesh().release();
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scene->mMeshes[4] = getDegenerateMesh().release();
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scene->mRootNode = new aiNode;
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scene->mRootNode->mNumMeshes = 5;
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scene->mRootNode->mMeshes = new unsigned int[5];
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scene->mRootNode->mMeshes[0] = 0;
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scene->mRootNode->mMeshes[1] = 1;
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scene->mRootNode->mMeshes[2] = 2;
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scene->mRootNode->mMeshes[3] = 3;
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scene->mRootNode->mMeshes[4] = 4;
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mProcess->Execute(scene.get());
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EXPECT_EQ(scene->mNumMeshes, 1u);
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EXPECT_EQ(scene->mMeshes[0], meshWhichSurvives);
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EXPECT_EQ(scene->mRootNode->mNumMeshes, 1u);
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EXPECT_EQ(scene->mRootNode->mMeshes[0], 0u);
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}
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