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| 1 | +using PrecompileTools: @setup_workload, @compile_workload |
1 | 2 |
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2 | | -function _precompile_() |
3 | | - ccall(:jl_generating_output, Cint, ()) == 1 || return nothing |
4 | | - Point2f(0.5, 0.1) in Triangle(Point2f(0), Point2f(0.5, 1), Point2f(1, 0)) |
5 | | - decompose(GLTriangleFace, [Point2f(0), Point2f(0.5, 1), Point2f(1, 0)]) |
| 3 | +@setup_workload begin |
| 4 | + @compile_workload begin |
| 5 | + # Hits FaceView, QuadFace, all standard decompose's, some type conversions |
| 6 | + r = Rect3d(Point3d(0), Vec3d(1)) |
| 7 | + m1 = uv_normal_mesh(r) |
| 8 | + |
| 9 | + c = Circle(Point2f(0), 1) |
| 10 | + m2 = uv_normal_mesh(c, pointtype = Point3f) # hits normal gen |
| 11 | + |
| 12 | + m = merge([m1, m2]) # hits mixed path, clear_faceviews, then normal path |
| 13 | + GeometryBasics.split_mesh(m) |
| 14 | + Rect3d(m) |
| 15 | + |
| 16 | + # Getters |
| 17 | + vertex_attributes(m) |
| 18 | + coordinates(m) |
| 19 | + normals(m) |
| 20 | + texturecoordinates(m) |
| 21 | + faces(m) |
| 22 | + |
| 23 | + face_normals(coordinates(r), faces(r)) |
| 24 | + |
| 25 | + # Triangulation |
| 26 | + triangle_mesh(Polygon(rand(Point2f, 4))) |
| 27 | + |
| 28 | + # Other primitives |
| 29 | + uv_normal_mesh(Rect2(0,0,1,1)) |
| 30 | + uv_normal_mesh(Tesselation(Sphere(Point3f(0), 1f0), 3)) |
| 31 | + uv_normal_mesh(Cylinder(Point3f(0), Point3f(0,0,1), 1f0)) |
| 32 | + uv_normal_mesh(Pyramid(Point3f(0), 1f0, 1f0)) |
| 33 | + |
| 34 | + # other disconnected compiles |
| 35 | + M = Mat3f(I) |
| 36 | + inv(M) |
| 37 | + M[1, Vec(1, 3)] |
| 38 | + M * Vec(1,2,3) |
| 39 | + end |
6 | 40 | end |
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