Optimize FindDegenerates so it doesn't explode
parent
de610b8ce9
commit
3deae8760c
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@ -52,12 +52,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FindDegenerates.h"
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#include "FindDegenerates.h"
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#include <assimp/Exceptional.h>
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#include <assimp/Exceptional.h>
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#include <unordered_map>
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using namespace Assimp;
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using namespace Assimp;
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//remove mesh at position 'index' from the scene
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static void removeMesh(aiScene* pScene, unsigned const index);
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//correct node indices to meshes and remove references to deleted mesh
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//correct node indices to meshes and remove references to deleted mesh
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static void updateSceneGraph(aiNode* pNode, unsigned const index);
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static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap);
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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// Constructor to be privately used by Importer
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@ -91,50 +91,51 @@ void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
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// Executes the post processing step on the given imported data.
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// Executes the post processing step on the given imported data.
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void FindDegeneratesProcess::Execute( aiScene* pScene) {
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void FindDegeneratesProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
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std::unordered_map<unsigned int, unsigned int> meshMap;
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meshMap.reserve(pScene->mNumMeshes);
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const unsigned int originalNumMeshes = pScene->mNumMeshes;
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unsigned int targetIndex = 0;
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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{
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//Do not process point cloud, ExecuteOnMesh works only with faces data
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// Do not process point cloud, ExecuteOnMesh works only with faces data
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if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
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if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
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removeMesh(pScene, i);
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delete pScene->mMeshes[i];
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--i; //the current i is removed, do not skip the next one
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// Not strictly required, but clean:
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pScene->mMeshes[i] = nullptr;
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}
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else {
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meshMap[i] = targetIndex;
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pScene->mMeshes[targetIndex] = pScene->mMeshes[i];
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++targetIndex;
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}
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}
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}
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}
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pScene->mNumMeshes = targetIndex;
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if (meshMap.size() < originalNumMeshes)
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{
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updateSceneGraph(pScene->mRootNode, meshMap);
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}
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
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}
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}
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static void removeMesh(aiScene* pScene, unsigned const index) {
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static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap) {
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//we start at index and copy the pointers one position forward
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unsigned int targetIndex = 0;
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//save the mesh pointer to delete it later
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auto delete_me = pScene->mMeshes[index];
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for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) {
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pScene->mMeshes[i] = pScene->mMeshes[i+1];
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}
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pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr;
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--(pScene->mNumMeshes);
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delete delete_me;
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//removing a mesh also requires updating all references to it in the scene graph
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updateSceneGraph(pScene->mRootNode, index);
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}
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static void updateSceneGraph(aiNode* pNode, unsigned const index) {
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for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
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for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
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if (pNode->mMeshes[i] > index) {
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const unsigned int sourceMeshIndex = pNode->mMeshes[i];
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--(pNode->mMeshes[i]);
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auto it = meshMap.find(sourceMeshIndex);
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continue;
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if (it != meshMap.end())
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}
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{
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if (pNode->mMeshes[i] == index) {
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pNode->mMeshes[targetIndex] = it->second;
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for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) {
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++targetIndex;
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pNode->mMeshes[j] = pNode->mMeshes[j+1];
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}
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--(pNode->mNumMeshes);
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--i;
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continue;
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}
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}
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}
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}
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pNode->mNumMeshes = targetIndex;
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//recurse to all children
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//recurse to all children
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for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
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for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
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updateSceneGraph(pNode->mChildren[i], index);
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updateSceneGraph(pNode->mChildren[i], meshMap);
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}
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}
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}
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}
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@ -40,6 +40,7 @@ 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 "UnitTestPCH.h"
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#include "../../include/assimp/scene.h"
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#include "PostProcessing/FindDegenerates.h"
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#include "PostProcessing/FindDegenerates.h"
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using namespace std;
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using namespace std;
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@ -147,3 +148,61 @@ TEST_F(FindDegeneratesProcessTest, testDegeneratesRemovalWithAreaCheck) {
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EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
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EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
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}
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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 = std::make_unique<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 = std::make_unique<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, 1);
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EXPECT_EQ(scene->mMeshes[0], meshWhichSurvives);
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EXPECT_EQ(scene->mRootNode->mNumMeshes, 1);
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EXPECT_EQ(scene->mRootNode->mMeshes[0], 0);
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EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
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}
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