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Add assert messages and print bad argument values in asserts (#5216)
Enabled the `missing_assert_message` lint * [x] I have followed the instructions in the PR template --------- Co-authored-by: Lucas Meurer <lucasmeurer96@gmail.com>
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@@ -119,7 +119,7 @@ impl Mesh {
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/// Panics when `other` mesh has a different texture.
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pub fn append(&mut self, other: Self) {
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profiling::function_scope!();
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debug_assert!(other.is_valid());
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debug_assert!(other.is_valid(), "Other mesh is invalid");
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if self.is_empty() {
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*self = other;
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@@ -133,7 +133,7 @@ impl Mesh {
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///
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/// Panics when `other` mesh has a different texture.
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pub fn append_ref(&mut self, other: &Self) {
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debug_assert!(other.is_valid());
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debug_assert!(other.is_valid(), "Other mesh is invalid");
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if self.is_empty() {
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self.texture_id = other.texture_id;
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@@ -155,7 +155,10 @@ impl Mesh {
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/// Panics when the mesh has assigned a texture.
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#[inline(always)]
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pub fn colored_vertex(&mut self, pos: Pos2, color: Color32) {
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debug_assert!(self.texture_id == TextureId::default());
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debug_assert!(
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self.texture_id == TextureId::default(),
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"Mesh has an assigned texture"
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);
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self.vertices.push(Vertex {
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pos,
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uv: WHITE_UV,
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@@ -218,7 +221,10 @@ impl Mesh {
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/// Uniformly colored rectangle.
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#[inline(always)]
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pub fn add_colored_rect(&mut self, rect: Rect, color: Color32) {
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debug_assert!(self.texture_id == TextureId::default());
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debug_assert!(
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self.texture_id == TextureId::default(),
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"Mesh has an assigned texture"
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);
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self.add_rect_with_uv(rect, [WHITE_UV, WHITE_UV].into(), color);
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}
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@@ -227,7 +233,7 @@ impl Mesh {
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/// Splits this mesh into many smaller meshes (if needed)
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/// where the smaller meshes have 16-bit indices.
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pub fn split_to_u16(self) -> Vec<Mesh16> {
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debug_assert!(self.is_valid());
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debug_assert!(self.is_valid(), "Mesh is invalid");
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const MAX_SIZE: u32 = u16::MAX as u32;
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@@ -280,7 +286,7 @@ impl Mesh {
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vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
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texture_id: self.texture_id,
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};
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debug_assert!(mesh.is_valid());
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debug_assert!(mesh.is_valid(), "Mesh is invalid");
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output.push(mesh);
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}
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output
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