Assert some code
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@ -65,7 +65,12 @@ static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3Sewing
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in.pointlist[i] = (REAL)fp[i];
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in.pointlist[i] = (REAL)fp[i];
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}
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}
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in.pointattributelist = NULL;
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in.pointattributelist = NULL;
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in.pointmarkerlist = NULL;
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in.pointmarkerlist = (int*)malloc(pattern->vertexCount * sizeof(int));
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for (u32 i = 0; i < pattern->vertexCount; ++i)
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{
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in.pointmarkerlist[i] = 10 + int(i);
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}
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in.numberofpoints = pattern->vertexCount;
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in.numberofpoints = pattern->vertexCount;
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in.numberofpointattributes = 0;
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in.numberofpointattributes = 0;
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@ -132,6 +137,18 @@ static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3Sewing
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// r - read triangles
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// r - read triangles
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triangulate("zpcra", &mid, &out, NULL);
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triangulate("zpcra", &mid, &out, NULL);
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// The first vertices of the output structure must be the vertices of the input structure.
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for (int i = 0; i < in.numberofpoints; ++i)
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{
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B3_ASSERT(in.pointmarkerlist[i] == out.pointmarkerlist[i]);
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}
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// Note: comparing doubles
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for (int i = 0; i < in.numberofpoints * 2; ++i)
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{
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B3_ASSERT(in.pointlist[i] == out.pointlist[i]);
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}
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// Convert the output structure
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// Convert the output structure
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// The mesh must be empty
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// The mesh must be empty
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@ -159,6 +176,7 @@ static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3Sewing
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// Free the input structure
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// Free the input structure
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free(in.pointlist);
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free(in.pointlist);
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free(in.pointmarkerlist);
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// Free the middle structure
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// Free the middle structure
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free(mid.pointlist);
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free(mid.pointlist);
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