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@@ -145,6 +145,19 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) {
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}
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}
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+TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePoints) {
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+ Assimp::Importer importer;
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+ //Line loop
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+ const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_07.gltf", aiProcess_ValidateDataStructure);
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+ EXPECT_NE(nullptr, scene);
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+ EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024);
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+ for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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+ {
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+ EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1);
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+ EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
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+ }
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+}
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+
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TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
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Assimp::Importer importer;
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//Line loop
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@@ -153,7 +166,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
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EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
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std::array<int, 5> l1 = { 0, 3, 2, 1, 0};
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EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
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- for (int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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+ for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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{
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EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
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EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i+1]);
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@@ -168,7 +181,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) {
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EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
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std::array<int, 5> l1 = { 0, 3, 2, 1, 0 };
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EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
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- for (int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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+ for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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{
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EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
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EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
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@@ -183,7 +196,7 @@ TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) {
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EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4);
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std::array<int, 5> l1 = { 0, 3, 2, 1, 0 };
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EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2);
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- for (int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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+ for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i)
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{
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EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
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EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
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