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Commit 6491b1ba authored by Harald Scheirich's avatar Harald Scheirich
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STYLE: uncrustify

parent 06e0feda
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......@@ -175,7 +175,6 @@ TEST(imstkSurfaceMeshTest, CellTangentAttributes)
TEST(imstkSurfaceMeshTest, ComputeTriangleNormals)
{
// This is counter clockwise, when looking down on y, so normal should be directly up
// opengl coordinate system with -z going "out" from identity view
auto verticesPtr = std::make_shared<VecDataArray<double, 3>>(3);
......@@ -184,7 +183,7 @@ TEST(imstkSurfaceMeshTest, ComputeTriangleNormals)
(*verticesPtr)[2] = Vec3d(0.0, 0.0, 0.5);
{
SurfaceMesh surfMesh;
auto indicesPtr = std::make_shared<VecDataArray<int, 3>>(1);
auto indicesPtr = std::make_shared<VecDataArray<int, 3>>(1);
(*indicesPtr)[0] = Vec3i(0, 1, 2);
surfMesh.initialize(verticesPtr, indicesPtr);
......@@ -195,9 +194,9 @@ TEST(imstkSurfaceMeshTest, ComputeTriangleNormals)
EXPECT_EQ(1, normalsPtr->size());
EXPECT_TRUE(Vec3d(0.0, 1.0, 0.0).isApprox((*normalsPtr)[0]));
}
{
{
SurfaceMesh surfMesh;
auto indicesPtr = std::make_shared<VecDataArray<int, 3>>(1);
auto indicesPtr = std::make_shared<VecDataArray<int, 3>>(1);
(*indicesPtr)[0] = Vec3i(2, 1, 0);
surfMesh.initialize(verticesPtr, indicesPtr);
......@@ -208,7 +207,6 @@ TEST(imstkSurfaceMeshTest, ComputeTriangleNormals)
EXPECT_EQ(1, normalsPtr->size());
EXPECT_TRUE(Vec3d(0.0, -1.0, 0.0).isApprox((*normalsPtr)[0]));
}
}
TEST(imstkSurfaceMeshTest, ComputeVertexNormals)
......
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