[general] moving ios and android project under ./platform folder
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107
test/tile/geometry_tile_data.test.cpp
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107
test/tile/geometry_tile_data.test.cpp
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#include <mbgl/test/util.hpp>
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#include <mbgl/tile/geometry_tile_data.hpp>
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using namespace mbgl;
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static double _signedArea(const GeometryCoordinates& ring) {
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double sum = 0;
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for (std::size_t i = 0, len = ring.size(), j = len - 1; i < len; j = i++) {
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const GeometryCoordinate& p1 = ring[i];
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const GeometryCoordinate& p2 = ring[j];
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sum += (p2.x - p1.x) * (p1.y + p2.y);
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}
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return sum;
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}
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TEST(GeometryTileData, classifyRings1) {
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std::vector<GeometryCollection> polygons = classifyRings({
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{ {0, 0}, {0, 40}, {40, 40}, {40, 0}, {0, 0} }
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});
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// output: 1 polygon
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ASSERT_EQ(polygons.size(), 1u);
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// output: polygon 1 has 1 exterior
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ASSERT_EQ(polygons[0].size(), 1u);
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}
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TEST(GeometryTileData, classifyRings2) {
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std::vector<GeometryCollection> polygons = classifyRings({
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{ {0, 0}, {0, 40}, {40, 40}, {40, 0}, {0, 0} },
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{ {10, 10}, {20, 10}, {20, 20}, {10, 10} }
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});
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// output: 1 polygon
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ASSERT_EQ(polygons.size(), 1u);
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// output: polygon 1 has 1 exterior, 1 interior
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ASSERT_EQ(polygons[0].size(), 2u);
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}
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TEST(GeometryTileData, limitHoles1) {
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GeometryCollection polygon = {
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{ {0, 0}, {0, 40}, {40, 40}, {40, 0}, {0, 0} },
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{ {30, 30}, {32, 30}, {32, 32}, {30, 30} },
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{ {10, 10}, {20, 10}, {20, 20}, {10, 10} }
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};
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limitHoles(polygon, 1);
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// output: polygon 1 has 1 exterior, 1 interior
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ASSERT_EQ(polygon.size(), 2u);
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// ensure we've kept the right rings (ones with largest areas)
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ASSERT_EQ(polygon[0][0].x, 0);
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ASSERT_EQ(polygon[1][0].x, 10);
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}
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TEST(GeometryTileData, limitHoles2) {
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GeometryCollection polygon = {
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{ {0, 0}, {0, 40}, {40, 40}, {40, 0}, {0, 0} },
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{ {10, 10}, {20, 10}, {20, 20}, {10, 10} },
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{ {30, 30}, {32, 30}, {32, 32}, {30, 30} }
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};
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limitHoles(polygon, 1);
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// output: polygon 1 has 1 exterior, 1 interior
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ASSERT_EQ(polygon.size(), 2u);
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// ensure we've kept the right rings (ones with largest areas)
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ASSERT_EQ(polygon[0][0].x, 0);
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ASSERT_EQ(polygon[1][0].x, 10);
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}
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TEST(GeometryTileData, limitHoles3) {
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// real world polygon with interior rings with negative areas
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// that need to be sorted in `limitHoles` by comparing absolute
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// area not signed
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GeometryCollection polygon = {
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{ {7336,-248},{7304,-248},{7272,-168},{7176,-200},{7080,-136},{7048,-56},{7128,-8},{7176,-56},{7288,-56},{7316,0},{6918,0},{6904,-40},{6984,-72},{6952,-88},{6952,-168},{6888,-88},{6856,-88},{6856,-8},{6872,0},{6170,0},{6184,-40},{6136,-72},{6104,-56},{6132,0},{6028,0},{6104,-152},{6184,-200},{6206,-256},{6272,-256},{6264,-248},{6248,-120},{6280,-136},{6280,-232},{6288,-256},{6790,-256},{6792,-248},{6800,-256},{7058,-256},{7064,-248},{7096,-256},{7338,-256},{7336,-248} },
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{ {6344,-104},{6264,-8},{6392,-72},{6360,-200},{6344,-104} },
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{ {6744,-24},{6760,-72},{6728,-104},{6744,-24} },
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{ {6616,-104},{6648,-88},{6632,-72},{6664,-56},{6664,-120},{6616,-104} }
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};
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// make a copy for later testing
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GeometryCollection original(polygon);
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ASSERT_EQ(polygon.size(), 4u);
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ASSERT_EQ(_signedArea(polygon.at(0)), 515360); // exterior
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ASSERT_EQ(_signedArea(polygon.at(1)), -12288); // biggest interior ring
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ASSERT_EQ(_signedArea(polygon.at(2)), -2048); // smallest interior ring
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ASSERT_EQ(_signedArea(polygon.at(3)), -3072); // second largest interior ring
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limitHoles(polygon, 2);
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// output: polygon 1 has 1 exterior, 2 interior
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ASSERT_EQ(polygon.size(), 3u);
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// ensure we've kept the exterior ring
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ASSERT_EQ(original.at(0), polygon.at(0));
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// ensure we've kept the two largest interior rings
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ASSERT_EQ(original.at(1), polygon.at(1));
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ASSERT_EQ(original.at(3), polygon.at(2));
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}
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