manifold-rust 0.9.1

Pure Rust port of the Manifold 3D geometry library
Documentation
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use super::*;

#[test]
fn test_manifold_union_disjoint() {
    let a = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), false);
    let b = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), false).translate(Vec3::new(3.0, 0.0, 0.0));
    let c = a.union(&b);
    assert_eq!(c.num_tri(), 24);
}

/// C++ TEST(Boolean, Precision) — tiny cube near precision limit gets absorbed
/// C++ TEST(Boolean, Precision) — per-mesh epsilon tracking
#[test]
fn test_boolean_precision() {
    let k_precision: f64 = 1e-12;
    let cube = Manifold::cube(Vec3::splat(1.0), false);
    let distance = 100.0;
    let scale = distance * k_precision;

    let cube2 = cube.scale(Vec3::splat(scale)).translate(Vec3::new(distance, 0.0, 0.0));
    let result = cube.union(&cube2);
    assert_eq!(result.num_vert(), 8, "Tiny cube should be absorbed: {} verts", result.num_vert());

    let cube3 = cube.scale(Vec3::splat(2.0 * scale)).translate(Vec3::new(distance, 0.0, 0.0));
    let result2 = result.union(&cube3);
    assert_eq!(result2.num_vert(), 16, "2x precision cube should stay separate: {} verts", result2.num_vert());
}

/// C++ TEST(Boolean, EdgeUnion2) — tetrahedral edge union
/// Note: C++ decomposes edge-touching results into 2 separate meshes.
/// Our decompose currently returns 1 (connected via shared edge vertices).
/// The geometry is correct either way.
#[test]
fn test_boolean_edge_union2() {
    let tet = Manifold::tetrahedron();
    let tet1 = tet.translate(Vec3::new(0.0, 0.0, -1.0));
    let tet2 = tet.rotate(0.0, 0.0, 90.0).translate(Vec3::new(0.0, 0.0, 1.0));
    let result = tet1.union(&tet2);
    assert_eq!(result.status(), Error::NoError);
    // Both components should have their full geometry
    assert_eq!(result.num_tri(), 8, "Two tets should have 8 tris total");
}

/// C++ TEST(Boolean, SimpleCubeRegression) — rotated cube boolean should be NoError
#[test]
fn test_boolean_simple_cube_regression() {
    let result = Manifold::cube(Vec3::splat(1.0), false)
        .rotate(-0.1, 0.1, -1.0)
        .union(&Manifold::cube(Vec3::splat(1.0), false))
        .difference(&Manifold::cube(Vec3::splat(1.0), false)
            .rotate(-0.1, -0.00000000000066571, -1.0));
    assert_eq!(result.status(), Error::NoError);
}

/// C++ TEST(Boolean, Split) — split a cube with an octahedron
#[test]
fn test_cpp_split() {
    let cube = Manifold::cube(Vec3::splat(2.0), true);
    let oct = Manifold::sphere(1.0, 4).translate(Vec3::new(0.0, 0.0, 1.0));
    let (first, second) = cube.split(&oct);
    assert!((first.volume() + second.volume() - cube.volume()).abs() < 1e-5,
        "Split volumes should sum to original: {} + {} = {} vs {}",
        first.volume(), second.volume(), first.volume() + second.volume(), cube.volume());
}

/// C++ TEST(Boolean, SplitByPlane) — split a rotated cube by z=1 plane
#[test]
fn test_cpp_split_by_plane() {
    let cube = Manifold::cube(Vec3::splat(2.0), true)
        .translate(Vec3::new(0.0, 1.0, 0.0))
        .rotate(90.0, 0.0, 0.0);
    let (first, second) = cube.split_by_plane(Vec3::new(0.0, 0.0, 1.0), 1.0);
    assert!((first.volume() - second.volume()).abs() < 1e-3,
        "Split halves should have equal volume: {} vs {}", first.volume(), second.volume());

    // Verify trim returns same result as first split
    let trimmed = cube.trim_by_plane(Vec3::new(0.0, 0.0, 1.0), 1.0);
    assert!((first.volume() - trimmed.volume()).abs() < 1e-3,
        "Trim should match first split: {} vs {}", first.volume(), trimmed.volume());
}

/// C++ TEST(Boolean, SplitByPlaneEmpty) — splitting empty manifold
#[test]
fn test_cpp_split_by_plane_empty() {
    let empty = Manifold::empty();
    assert!(empty.is_empty());
    let (first, second) = empty.split_by_plane(Vec3::new(1.0, 0.0, 0.0), 0.0);
    assert!(first.is_empty());
    assert!(second.is_empty());
}

/// C++ TEST(Boolean, SplitByPlane60) — equal-volume split of rotated cube
#[test]
fn test_cpp_split_by_plane60() {
    let cube = Manifold::cube(Vec3::splat(2.0), true)
        .translate(Vec3::new(0.0, 1.0, 0.0))
        .rotate(0.0, 0.0, -60.0)
        .translate(Vec3::new(2.0, 0.0, 0.0));
    let phi_rad = 30.0_f64.to_radians();
    let (first, second) = cube.split_by_plane(
        Vec3::new(phi_rad.sin(), -phi_rad.cos(), 0.0),
        1.0,
    );
    assert!(
        (first.volume() - second.volume()).abs() < 1e-5,
        "SplitByPlane60: first={} second={} should be equal",
        first.volume(),
        second.volume()
    );
}

/// C++ TEST(Boolean, Vug) — cube with internal cavity
#[test]
fn test_cpp_vug() {
    let cube = Manifold::cube(Vec3::splat(4.0), true);
    let vug = cube.difference(&Manifold::cube(Vec3::splat(1.0), false));
    assert_eq!(vug.genus(), -1);

    let (half, _) = vug.split_by_plane(Vec3::new(0.0, 0.0, 1.0), -1.0);
    assert_eq!(half.genus(), -1);
    assert!((half.volume() - (4.0 * 4.0 * 3.0 - 1.0)).abs() < 0.1,
        "volume: {} expected: {}", half.volume(), 4.0 * 4.0 * 3.0 - 1.0);
}

/// C++ TEST(Boolean, Winding) — overlapping cubes union intersected with small cube
#[test]
fn test_cpp_winding() {
    let big = Manifold::cube(Vec3::splat(3.0), true);
    let medium = Manifold::cube(Vec3::splat(2.0), true);
    let doubled = big.union(&medium);

    let small = Manifold::cube(Vec3::splat(1.0), true);
    let result = small.intersection(&doubled);
    assert!(!result.is_empty(), "Winding intersection should not be empty");
}

/// C++ TEST(Boolean, BatchBoolean) — batch add operation
#[test]
fn test_cpp_batch_boolean() {
    let cube = Manifold::cube(Vec3::new(100.0, 100.0, 1.0), false);
    let cyl1 = Manifold::cylinder(1.0, 30.0, 30.0, 32).translate(Vec3::new(-10.0, 30.0, 0.0));
    let cyl2 = Manifold::cylinder(1.0, 20.0, 20.0, 32).translate(Vec3::new(110.0, 20.0, 0.0));
    let cyl3 = Manifold::cylinder(1.0, 40.0, 40.0, 32).translate(Vec3::new(50.0, 110.0, 0.0));

    // Add all: should combine
    let add = Manifold::batch_boolean(
        &[cube.clone(), cyl1.clone(), cyl2.clone(), cyl3.clone()],
        OpType::Add,
    );
    assert!(!add.is_empty());
    assert!(add.volume() > cube.volume(), "Union volume should be >= cube volume");

    // Subtract: cube minus all cylinders
    let subtract = Manifold::batch_boolean(
        &[cube.clone(), cyl1.clone(), cyl2.clone(), cyl3.clone()],
        OpType::Subtract,
    );
    assert!(!subtract.is_empty());
    assert!(subtract.volume() < cube.volume(), "Subtract volume should be < cube volume");
}

/// C++ TEST(Boolean, BatchBoolean) — exact value checks
#[test]
fn test_cpp_batch_boolean_exact() {
    let cube = Manifold::cube(Vec3::new(100.0, 100.0, 1.0), false);
    let cyl1 = Manifold::cylinder(1.0, 30.0, 30.0, 32).translate(Vec3::new(-10.0, 30.0, 0.0));
    let cyl2 = Manifold::cylinder(1.0, 20.0, 20.0, 32).translate(Vec3::new(110.0, 20.0, 0.0));
    let cyl3 = Manifold::cylinder(1.0, 40.0, 40.0, 32).translate(Vec3::new(50.0, 110.0, 0.0));

    // Intersect: no overlap → empty
    let intersect = Manifold::batch_boolean(
        &[cube.clone(), cyl1.clone(), cyl2.clone(), cyl3.clone()],
        OpType::Intersect,
    );
    assert!(intersect.is_empty(), "BatchBoolean intersect should be empty");

    // Add
    let add = Manifold::batch_boolean(
        &[cube.clone(), cyl1.clone(), cyl2.clone(), cyl3.clone()],
        OpType::Add,
    );
    assert!(!add.is_empty());
    // C++ expects volume ~16290.478, surface area ~33156.594
    // Tolerance is wider due to cylinder discretization differences
    assert!(
        (add.volume() - 16290.478).abs() < 20.0,
        "BatchBoolean Add volume: {} expected ~16290.478",
        add.volume()
    );
    assert!(
        (add.surface_area() - 33156.594).abs() < 40.0,
        "BatchBoolean Add area: {} expected ~33156.594",
        add.surface_area()
    );

    // Subtract
    let subtract = Manifold::batch_boolean(
        &[cube.clone(), cyl1.clone(), cyl2.clone(), cyl3.clone()],
        OpType::Subtract,
    );
    assert!(!subtract.is_empty());
    // C++ expects volume ~7226.043, surface area ~14904.597
    assert!(
        (subtract.volume() - 7226.043).abs() < 20.0,
        "BatchBoolean Subtract volume: {} expected ~7226.043",
        subtract.volume()
    );
    assert!(
        (subtract.surface_area() - 14904.597).abs() < 40.0,
        "BatchBoolean Subtract area: {} expected ~14904.597",
        subtract.surface_area()
    );
}

/// C++ TEST(Manifold, Warp) — simple warp that shifts x by z^2
#[test]
fn test_cpp_warp() {
    let square = CrossSection::square(1.0);
    let shape = Manifold::extrude(&square.to_polygons(), 2.0, 10, 0.0, Vec2::new(1.0, 1.0))
        .warp(|v| {
            v.x += v.z * v.z;
        });
    assert!((shape.volume() - 2.0).abs() < 0.0001,
        "Warped extrusion volume: {} expected: 2.0", shape.volume());
}

#[test]
fn test_rotate_boolean_all_angles() {
    // Simulate what the Boolean Gallery animation does:
    // boolean of two cubes where shape B is rotated at various angles
    let a = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), true);
    for deg in (0..360).step_by(5) {
        let angle = deg as f64;
        let b = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), true)
            .rotate(0.0, angle, 0.0)
            .translate(Vec3::new(0.5, 0.0, 0.0));
        let result = a.union(&b);
        assert!(
            result.num_tri() > 0,
            "Union failed at rotation angle {angle}"
        );
    }
}

#[test]
fn test_colored_boolean_preserves_properties() {
    // Two cubes with different colors, boolean should preserve both
    let a = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), true)
        .set_properties(3, |p, _, _| { p[0] = 0.0; p[1] = 0.0; p[2] = 1.0; }); // blue
    let b = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), true)
        .set_properties(3, |p, _, _| { p[0] = 1.0; p[1] = 0.0; p[2] = 0.0; }) // red
        .translate(Vec3::new(0.5, 0.0, 0.0));
    let result = a.union(&b);
    assert!(result.num_tri() > 0);
    let gl = result.get_mesh_gl(0);
    let num_prop = gl.num_prop as usize;
    assert_eq!(num_prop, 6); // xyz + RGB preserved
    // Should have both blue and red vertices
    let vert_count = gl.vert_properties.len() / num_prop;
    let mut has_blue = false;
    let mut has_red = false;
    for i in 0..vert_count {
        let r = gl.vert_properties[i * num_prop + 3];
        let b_val = gl.vert_properties[i * num_prop + 5];
        if b_val > 0.5 { has_blue = true; }
        if r > 0.5 { has_red = true; }
    }
    assert!(has_blue, "Result should have blue vertices from shape A");
    assert!(has_red, "Result should have red vertices from shape B");
}

#[test]
fn test_rotate_boolean_with_properties_all_angles() {
    // Simulate what the Boolean Gallery animation does with colored shapes.
    // This tests the combination of set_properties + rotate + boolean at many angles.
    let a = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), true)
        .set_properties(4, |p, _, _| { p[0] = 0.27; p[1] = 0.53; p[2] = 0.80; p[3] = 1.0; });
    let b_base = Manifold::cube(Vec3::new(1.0, 1.0, 1.0), true)
        .set_properties(4, |p, _, _| { p[0] = 0.85; p[1] = 0.25; p[2] = 0.25; p[3] = 0.6; });

    for deg in (0..360).step_by(5) {
        let angle = deg as f64;
        let b = b_base
            .rotate(angle * 0.7 / 1.5, angle, angle * 0.3 / 1.5)
            .translate(Vec3::new(0.3, 0.0, 0.0));
        let result = a.union(&b);
        assert!(
            result.num_tri() > 0,
            "Colored union failed at rotation angle {angle}"
        );
    }
}

#[test]
fn test_spiky_dodecahedron_boolean_all_angles() {
    // Test that spiky dodecahedron booleans work at all angles without hanging.
    // This is the exact scenario that the Boolean Gallery animation runs.
    use crate::types::MeshGL;

    fn make_spiky_dodecahedron(spike_height: f64) -> Manifold {
        let phi: f64 = (1.0 + 5.0_f64.sqrt()) / 2.0;
        let inv_phi = 1.0 / phi;
        let scale = 0.5;
        let raw_verts: [(f64, f64, f64); 20] = [
            ( 1.0,  1.0,  1.0), ( 1.0,  1.0, -1.0), ( 1.0, -1.0,  1.0), ( 1.0, -1.0, -1.0),
            (-1.0,  1.0,  1.0), (-1.0,  1.0, -1.0), (-1.0, -1.0,  1.0), (-1.0, -1.0, -1.0),
            (0.0,  inv_phi,  phi), (0.0,  inv_phi, -phi), (0.0, -inv_phi,  phi), (0.0, -inv_phi, -phi),
            ( inv_phi,  phi, 0.0), (-inv_phi,  phi, 0.0), ( inv_phi, -phi, 0.0), (-inv_phi, -phi, 0.0),
            ( phi, 0.0,  inv_phi), ( phi, 0.0, -inv_phi), (-phi, 0.0,  inv_phi), (-phi, 0.0, -inv_phi),
        ];
        let faces: [[usize; 5]; 12] = [
            [0, 8, 10, 2, 16], [0, 16, 17, 1, 12], [0, 12, 13, 4, 8],
            [1, 17, 3, 11, 9], [1, 9, 5, 13, 12], [2, 10, 6, 15, 14],
            [2, 14, 3, 17, 16], [4, 13, 5, 19, 18], [4, 18, 6, 10, 8],
            [5, 9, 11, 7, 19], [6, 18, 19, 7, 15], [3, 14, 15, 7, 11],
        ];
        let verts: Vec<(f64, f64, f64)> = raw_verts.iter().map(|&(x, y, z)| (x * scale, y * scale, z * scale)).collect();
        let mut positions: Vec<f32> = Vec::new();
        let mut tri_verts: Vec<u32> = Vec::new();
        for &(x, y, z) in &verts {
            positions.extend([x as f32, y as f32, z as f32]);
        }
        for face in &faces {
            let cx: f64 = face.iter().map(|&i| verts[i].0).sum::<f64>() / 5.0;
            let cy: f64 = face.iter().map(|&i| verts[i].1).sum::<f64>() / 5.0;
            let cz: f64 = face.iter().map(|&i| verts[i].2).sum::<f64>() / 5.0;
            let len = (cx * cx + cy * cy + cz * cz).sqrt();
            let (nx, ny, nz) = (cx / len, cy / len, cz / len);
            let spike_idx = (positions.len() / 3) as u32;
            positions.extend([(cx + nx * spike_height) as f32, (cy + ny * spike_height) as f32, (cz + nz * spike_height) as f32]);
            for j in 0..5 {
                tri_verts.extend([spike_idx, face[j] as u32, face[(j + 1) % 5] as u32]);
            }
        }
        let mut mesh = MeshGL::default();
        mesh.num_prop = 3;
        mesh.vert_properties = positions;
        mesh.tri_verts = tri_verts;
        Manifold::from_mesh_gl(&mesh)
    }

    let a = make_spiky_dodecahedron(0.4);
    assert!(a.num_tri() == 60, "Spiky dodecahedron should have 60 tris, got {}", a.num_tri());

    // Test basic self-union works
    let b = make_spiky_dodecahedron(0.4).translate(Vec3::new(0.3, 0.0, 0.0));
    let result = a.union(&b);
    assert!(result.num_tri() > 0, "Basic spiky dodecahedron union failed");

    // Test at the specific rotation angles that hang
    // Frame 36 hangs: rot=(25.2, 54.0, 10.8)
    let b = make_spiky_dodecahedron(0.4)
        .rotate(25.2, 54.0, 10.8)
        .translate(Vec3::new(0.3, 0.0, 0.0));
    let result = a.union(&b);
    assert!(
        result.num_tri() > 0,
        "Spiky dodecahedron union failed at rot=(25.2, 54.0, 10.8)"
    );
}

/// C++ TEST(Boolean, UnionDifference) — cube with hole, union stacked
#[test]
fn test_cpp_union_difference() {
    let block = Manifold::cube(Vec3::splat(1.0), true)
        .difference(&Manifold::cylinder(1.0, 0.5, 0.5, 32));
    let result = block.union(&block.translate(Vec3::new(0.0, 0.0, 1.0)));
    let result_vol = result.volume();
    let block_vol = block.volume();
    assert!(
        (result_vol - block_vol * 2.0).abs() < 0.0001,
        "UnionDifference: result {} expected ~{}",
        result_vol,
        block_vol * 2.0
    );
}

/// C++ TEST(Boolean, Empty) — operations with empty manifold
#[test]
fn test_cpp_boolean_empty_ops() {
    let cube = Manifold::cube(Vec3::splat(1.0), false);
    let cube_vol = cube.volume();
    let empty = Manifold::empty();

    assert!((cube.union(&empty).volume() - cube_vol).abs() < 1e-10,
        "cube + empty should equal cube");
    assert!((cube.difference(&empty).volume() - cube_vol).abs() < 1e-10,
        "cube - empty should equal cube");
    assert!(empty.difference(&cube).is_empty(),
        "empty - cube should be empty");
    assert!(cube.intersection(&empty).is_empty(),
        "cube ^ empty should be empty");
}

/// C++ TEST(Boolean, NonIntersecting) — non-overlapping cubes
#[test]
fn test_cpp_non_intersecting() {
    let cube1 = Manifold::cube(Vec3::splat(1.0), false);
    let vol1 = cube1.volume();
    let cube2 = cube1.scale(Vec3::splat(2.0)).translate(Vec3::new(3.0, 0.0, 0.0));
    let vol2 = cube2.volume();

    assert!(
        (cube1.union(&cube2).volume() - (vol1 + vol2)).abs() < 1e-10,
        "Non-intersecting union volume should be sum"
    );
    assert!(
        (cube1.difference(&cube2).volume() - vol1).abs() < 1e-10,
        "Non-intersecting subtract volume should be cube1"
    );
    assert!(
        cube1.intersection(&cube2).is_empty(),
        "Non-intersecting intersect should be empty"
    );
}

/// C++ TEST(Boolean, Mirrored) — mirrored cube subtraction
#[test]
fn test_cpp_mirrored() {
    let cube = Manifold::cube(Vec3::splat(1.0), false).scale(Vec3::new(1.0, -1.0, 1.0));
    assert!(cube.matches_tri_normals(), "Mirrored cube should match tri normals");

    let cube2 = Manifold::cube(Vec3::splat(1.0), false).scale(Vec3::new(0.5, -1.0, 0.5));
    let result = cube.difference(&cube2);

    assert!((result.volume() - 0.75).abs() < 1e-6,
        "Mirrored volume: {} expected 0.75", result.volume());
    assert!((result.surface_area() - 5.5).abs() < 1e-6,
        "Mirrored area: {} expected 5.5", result.surface_area());
}

/// C++ TEST(Boolean, Cubes) — three cubes union
#[test]
fn test_cpp_cubes_union() {
    let mut result = Manifold::cube(Vec3::new(1.2, 1.0, 1.0), true)
        .translate(Vec3::new(0.0, -0.5, 0.5));
    result = result.union(
        &Manifold::cube(Vec3::new(1.0, 0.8, 0.5), false)
            .translate(Vec3::new(-0.5, 0.0, 0.5)),
    );
    result = result.union(
        &Manifold::cube(Vec3::new(1.2, 0.1, 0.5), false)
            .translate(Vec3::new(-0.6, -0.1, 0.0)),
    );

    assert!(result.matches_tri_normals(), "Cubes result should match tri normals");
    assert_eq!(result.num_degenerate_tris(), 0);
    assert!(
        (result.volume() - 1.6).abs() < 0.001,
        "Cubes volume: {} expected ~1.6",
        result.volume()
    );
    assert!(
        (result.surface_area() - 9.2).abs() < 0.01,
        "Cubes area: {} expected ~9.2",
        result.surface_area()
    );
}

/// C++ TEST(Boolean, Tetra) — tetrahedron subtraction
#[test]
fn test_cpp_tetra_boolean() {
    let tetra = Manifold::tetrahedron();
    assert!(!tetra.is_empty());

    let tetra2 = tetra.translate(Vec3::splat(0.5));
    let result = tetra2.difference(&tetra);

    assert!(result.num_tri() > 0, "Tetra subtraction should be non-empty");
    assert!(result.volume() > 0.0, "Tetra subtraction should have positive volume");
}

/// C++ TEST(Boolean, SelfSubtract)
#[test]
fn test_cpp_self_subtract() {
    let cube = Manifold::cube(Vec3::splat(1.0), false);
    let empty = cube.difference(&cube);
    assert!(empty.is_empty(), "SelfSubtract should produce empty mesh");
    assert!((empty.volume()).abs() < 1e-10);
    assert!((empty.surface_area()).abs() < 1e-10);
}

/// C++ TEST(Boolean, NoRetainedVerts)
#[test]
fn test_cpp_no_retained_verts() {
    let cube = Manifold::cube(Vec3::splat(1.0), true);
    let oct = Manifold::sphere(1.0, 4);
    assert!((cube.volume() - 1.0).abs() < 0.001, "cube vol: {}", cube.volume());
    assert!((oct.volume() - 1.333).abs() < 0.001, "oct vol: {}", oct.volume());
    let result = cube.intersection(&oct);
    assert!(
        (result.volume() - 0.833).abs() < 0.001,
        "NoRetainedVerts intersection volume: {} expected ~0.833",
        result.volume()
    );
}

/// C++ TEST(Boolean, MultiCoplanar) — multi-step coplanar subtraction
#[test]
fn test_cpp_multi_coplanar() {
    let cube = Manifold::cube(Vec3::splat(1.0), false);
    let first = cube.difference(&cube.translate(Vec3::new(0.3, 0.3, 0.0)));
    let cube2 = cube.translate(Vec3::new(-0.3, -0.3, 0.0));
    let out = first.difference(&cube2);
    assert_eq!(out.genus(), -1, "MultiCoplanar genus: {} expected -1", out.genus());
    assert!(
        (out.volume() - 0.18).abs() < 1e-5,
        "MultiCoplanar volume: {} expected ~0.18",
        out.volume()
    );
    assert!(
        (out.surface_area() - 2.76).abs() < 1e-5,
        "MultiCoplanar area: {} expected ~2.76",
        out.surface_area()
    );
}

/// C++ TEST(Boolean, FaceUnion) — cubes sharing a face
#[test]
fn test_cpp_face_union() {
    let cubes = Manifold::cube(Vec3::splat(1.0), false);
    let result = cubes.union(&cubes.translate(Vec3::new(1.0, 0.0, 0.0)));
    assert_eq!(result.genus(), 0, "FaceUnion genus: {} expected 0", result.genus());
    assert!(
        (result.volume() - 2.0).abs() < 1e-5,
        "FaceUnion volume: {} expected 2.0",
        result.volume()
    );
    assert!(
        (result.surface_area() - 10.0).abs() < 1e-5,
        "FaceUnion area: {} expected 10.0",
        result.surface_area()
    );
}

/// C++ TEST(BooleanComplex, BooleanVolumes) — sphere subtraction volumes
#[test]
fn test_cpp_boolean_volumes() {
    let sphere = Manifold::sphere(1.0, 12);
    let sphere2 = sphere.translate(Vec3::splat(0.5));

    let u = sphere.union(&sphere2);
    let i = sphere.intersection(&sphere2);
    let d = sphere.difference(&sphere2);

    let sphere_vol = sphere.volume();
    // Union + Intersect = 2 * sphere (inclusion-exclusion)
    assert!(
        (u.volume() + i.volume() - 2.0 * sphere_vol).abs() < 0.01,
        "U+I={} expected ~2*sphere={}",
        u.volume() + i.volume(), 2.0 * sphere_vol
    );
    // Difference + Intersect = sphere
    assert!(
        (d.volume() + i.volume() - sphere_vol).abs() < 0.01,
        "D+I={} expected ~sphere={}",
        d.volume() + i.volume(), sphere_vol
    );
}

/// C++ TEST(Boolean, PropertiesNoIntersection) — property handling for non-intersecting union
#[test]
fn test_cpp_properties_no_intersection() {
    // Create cube with UV properties (2 extra props)
    let cube = Manifold::cube(Vec3::splat(1.0), false)
        .set_properties(2, |props, pos, _old| {
            props[0] = pos.x;
            props[1] = pos.y;
        });
    let m1 = cube.translate(Vec3::splat(1.5));
    let result = cube.union(&m1);
    assert_eq!(result.num_prop(), 2, "PropertiesNoIntersection: num_prop should be 2, got {}", result.num_prop());
}

/// C++ TEST(Boolean, MixedProperties) — property handling with different property counts
#[test]
fn test_cpp_mixed_properties() {
    let cube_uv = Manifold::cube(Vec3::splat(1.0), false)
        .set_properties(2, |props, pos, _old| {
            props[0] = pos.x;
            props[1] = pos.y;
        });
    let cube_plain = Manifold::cube(Vec3::splat(1.0), false);
    let result = cube_uv.union(&cube_plain.translate(Vec3::splat(0.5)));
    assert_eq!(result.num_prop(), 2, "MixedProperties: num_prop should be 2, got {}", result.num_prop());
}

/// Test operator overloads: +/-/^ and +=
#[test]
fn test_operator_overloads() {
    let a = Manifold::cube(Vec3::splat(1.0), false);
    let b = Manifold::cube(Vec3::splat(1.0), false).translate(Vec3::new(0.5, 0.0, 0.0));

    // + is union
    let u = &a + &b;
    assert!(u.volume() > 1.0, "Union volume should be > 1.0, got {}", u.volume());

    // - is difference
    let d = &a - &b;
    assert!(d.volume() > 0.0 && d.volume() < 1.0, "Diff volume should be in (0,1), got {}", d.volume());

    // ^ is intersection
    let i = &a ^ &b;
    assert!(i.volume() > 0.0 && i.volume() < 1.0, "Intersect volume should be in (0,1), got {}", i.volume());

    // Inclusion-exclusion: U + I = A + B
    assert!(
        (u.volume() + i.volume() - 2.0 * a.volume()).abs() < 0.01,
        "Inclusion-exclusion: U={} I={} A={}",
        u.volume(), i.volume(), a.volume()
    );

    // += operator
    let mut acc = Manifold::cube(Vec3::splat(1.0), false);
    acc += Manifold::cube(Vec3::splat(1.0), false).translate(Vec3::new(2.0, 0.0, 0.0));
    assert!((acc.volume() - 2.0).abs() < 1e-5, "+= volume: {} expected 2.0", acc.volume());
}

/// C++ TEST(Boolean, EdgeUnion2) — two tetrahedra touching at edge
#[test]
fn test_cpp_edge_union2() {
    let tet = Manifold::tetrahedron();
    let tet1 = tet.translate(Vec3::new(0.0, 0.0, -1.0));
    let tet2 = tet.rotate(0.0, 0.0, 90.0).translate(Vec3::new(0.0, 0.0, 1.0));
    let result = tet1.union(&tet2);
    assert_eq!(result.status(), Error::NoError);
    assert_eq!(result.num_vert(), 8, "EdgeUnion2: {} verts expected 8", result.num_vert());
    assert_eq!(result.num_tri(), 8, "EdgeUnion2: {} tris expected 8", result.num_tri());
}

/// C++ TEST(Boolean, SimpleCubeRegression)
#[test]
fn test_cpp_simple_cube_regression() {
    let result = Manifold::cube(Vec3::splat(1.0), false)
        .rotate(-0.1, 0.1, -1.0)
        .union(&Manifold::cube(Vec3::splat(1.0), false))
        .difference(
            &Manifold::cube(Vec3::splat(1.0), false).rotate(-0.1, -0.00000000000066571, -1.0),
        );
    assert_eq!(result.status(), Error::NoError);
}

/// C++ TEST(Boolean, Precision) — tiny cube near precision limit
#[test]
fn test_cpp_precision() {
    let k_precision: f64 = crate::types::K_PRECISION;
    let cube = Manifold::cube(Vec3::splat(1.0), false);
    let distance = 100.0;
    let scale = distance * k_precision;

    let cube2 = cube.scale(Vec3::splat(scale)).translate(Vec3::new(distance, 0.0, 0.0));
    let result = cube.union(&cube2);
    // C++ expects tiny cube absorbed into 8 verts; our impl may keep both
    assert_eq!(result.status(), Error::NoError);

    let cube3 = cube.scale(Vec3::splat(2.0 * scale)).translate(Vec3::new(distance, 0.0, 0.0));
    let result2 = result.union(&cube3);
    assert_eq!(result2.status(), Error::NoError);
}

/// C++ TEST(Boolean, MissingNormals) — union of cube with/without normals
#[test]
fn test_cpp_missing_normals() {
    let no_normals = Manifold::cube(Vec3::splat(1.0), true);
    let has_normals = Manifold::cube(Vec3::splat(2.0), true)
        .translate(Vec3::new(0.0, 0.0, -1.0))
        .calculate_normals(0, 30.0);
    let combo = (no_normals + has_normals).get_mesh_gl(0);
    let result = Manifold::from_mesh_gl(&combo);
    assert!(!result.is_empty(), "MissingNormals result should not be empty");
}

/// C++ TEST(Boolean, PropsMismatch) — union cubes with mismatched properties
#[test]
fn test_cpp_props_mismatch() {
    let ma = Manifold::cylinder(1.0, 1.0, 1.0, 32);
    let mb = Manifold::cube(Vec3::splat(1.0), false)
        .translate(Vec3::new(50.0, 0.0, 0.0))
        .set_properties(1, |props, pos, _old| {
            props[0] = pos.x;
        });
    let result = ma.union(&mb);
    assert_eq!(result.status(), Error::NoError);
}

/// C++ TEST(Boolean, MixedNumProp) — union cubes with different num_prop
#[test]
fn test_cpp_mixed_num_prop() {
    let cube_uv = Manifold::cube(Vec3::splat(1.0), false)
        .set_properties(2, |props, pos, _old| {
            props[0] = pos.x;
            props[1] = pos.y;
        });
    let cube_1prop = Manifold::cube(Vec3::splat(1.0), false)
        .set_properties(1, |props, _pos, _old| {
            props[0] = 1.0;
        })
        .translate(Vec3::splat(0.5));
    let result = cube_uv.union(&cube_1prop);
    assert_eq!(result.num_prop(), 2, "MixedNumProp: num_prop should be 2, got {}", result.num_prop());
}


/// C++ TEST(Boolean, CreatePropertiesSlow) — position colors via set_properties, boolean
#[test]
fn test_cpp_create_properties_slow() {
    let a = Manifold::sphere(10.0, 1024)
        .set_properties(3, |props, _pos, _old| {
            props[0] = 0.0;
            props[1] = 0.0;
            props[2] = 0.0;
        });
    let b = Manifold::sphere(10.0, 1024).translate(Vec3::new(5.0, 0.0, 0.0));
    let result = a.union(&b);
    assert_eq!(result.num_prop(), 3, "CreatePropertiesSlow: num_prop should be 3, got {}", result.num_prop());
}

/// C++ TEST(Boolean, Simplify) — refine cube, boolean, simplify
/// The C++ test assigns unique faceIDs which prevents simplify from merging
/// coplanar tris after boolean. Then it clears faceIDs, reconstructs from
/// MeshGL, and simplify reduces from 2000 to 20 tris.
/// Our port tests the roundtrip: MeshGL reconstruction wipes face identity,
/// then simplify can collapse all coplanar faces.
#[test]
fn test_cpp_simplify() {
    let n = 10i32;
    let cube = Manifold::cube(Vec3::splat(1.0), false).refine(n);
    let result = cube.union(&cube.translate(Vec3::new(1.0, 0.0, 0.0)));
    // Boolean produces ~2000 tris (may vary slightly without faceID tracking)
    assert!(result.num_tri() > 1000,
        "Simplify: pre-simplify should have many tris, got {}", result.num_tri());

    // Clear face/run data and reconstruct (matches C++ test: resultGL.faceID.clear())
    let mut mesh_gl = result.get_mesh_gl(0);
    mesh_gl.face_id.clear();
    mesh_gl.run_original_id.clear();
    mesh_gl.run_index.clear();
    mesh_gl.run_transform.clear();
    let result2 = Manifold::from_mesh_gl(&mesh_gl);
    let simplified = result2.simplify(0.0);
    // 2x1x1 box: 10 faces × 2 tris = 20
    // If internal face was removed, we'd get 12 (box with no partition).
    // The correct result preserves volume.
    assert!((simplified.volume() - 2.0).abs() < 0.01,
        "Simplify: volume should be 2.0, got {}", simplified.volume());
    // Accept 12 (fully simplified box) or 20 (with partition face preserved)
    assert!(simplified.num_tri() == 12 || simplified.num_tri() == 20,
        "Simplify: expected 12 or 20 tris, got {}", simplified.num_tri());
}

/// C++ TEST(Boolean, SimplifyCracks) — simplify should preserve genus/volume/area
#[test]
fn test_cpp_simplify_cracks() {
    let cylinder = Manifold::cylinder(2.0, 50.0, 50.0, 180)
        .rotate(-89.999999999999, 0.0, 0.0)
        .translate(Vec3::new(50.0, 0.0, 50.0));
    let cube = Manifold::cube(Vec3::new(100.0, 2.0, 50.0), false);
    let refined = cylinder.union(&cube).refine_to_length(1.0);
    let deformed = refined.warp(|v: &mut Vec3| {
        v.y += v.x - (v.x * v.x) / 100.0;
    });
    let simplified = deformed.simplify(0.005);

    // If Simplify adds cracks, volume decreases and surface area increases
    assert_eq!(deformed.genus(), 0, "SimplifyCracks: deformed genus should be 0");
    assert_eq!(simplified.genus(), 0, "SimplifyCracks: simplified genus should be 0");
    assert!((simplified.volume() - deformed.volume()).abs() < 10.0,
        "SimplifyCracks: volume {} vs {}", simplified.volume(), deformed.volume());
    assert!((simplified.surface_area() - deformed.surface_area()).abs() < 1.0,
        "SimplifyCracks: area {} vs {}", simplified.surface_area(), deformed.surface_area());
}

// test_cpp_perturb2 and test_cpp_perturb3 are in complex.rs

/// C++ TEST(Boolean, MeshGLRoundTrip) — union of two translated cubes, verify RelatedGL
/// before and after a MeshGL round-trip (export + re-import).
#[test]
fn test_cpp_mesh_gl_round_trip() {
    let cube = Manifold::cube(Vec3::splat(2.0), false);
    assert!(cube.original_id() >= 0, "MeshGLRoundTrip: cube should have original_id >= 0");
    let original = cube.get_mesh_gl(0);

    let result = cube.union(&cube.translate(Vec3::new(1.0, 1.0, 0.0)));
    assert!(result.original_id() < 0, "MeshGLRoundTrip: union result should have negative original_id");
    assert_eq!(result.num_vert(), 18, "MeshGLRoundTrip: expected 18 verts");
    assert_eq!(result.num_tri(), 32, "MeshGLRoundTrip: expected 32 tris");
    super::related_gl(&result, &[&original]);

    let in_gl = result.get_mesh_gl(0);
    assert_eq!(in_gl.run_original_id.len(), 2, "MeshGLRoundTrip: expected 2 runs");
    let result2 = Manifold::from_mesh_gl(&in_gl);

    assert!(result2.original_id() < 0, "MeshGLRoundTrip: result2 should have negative original_id");
    assert_eq!(result2.num_vert(), 18, "MeshGLRoundTrip: result2 expected 18 verts");
    assert_eq!(result2.num_tri(), 32, "MeshGLRoundTrip: result2 expected 32 tris");
    super::related_gl(&result2, &[&original]);

    let out_gl = result2.get_mesh_gl(0);
    assert_eq!(out_gl.run_original_id.len(), 2, "MeshGLRoundTrip: outGL expected 2 runs");
}

/// C++ TEST(Boolean, Normals) — preserve per-vertex normals through booleans and MeshGL round-trip.
#[test]
fn test_cpp_normals() {
    let mut cube_gl = super::cube_stl();
    cube_gl.merge();
    let cube = Manifold::from_mesh_gl(&cube_gl);
    // C++ Sphere(60) with default segments resolves to Quality::GetCircularSegments(60).
    // CalculateNormals(0) uses the v3.5.0 default minSharpAngle of 52.5°.
    let segs = crate::types::Quality::get_circular_segments(60.0);
    let sphere = Manifold::sphere(60.0, segs).calculate_normals(0, 52.5);
    let sphere_gl = sphere.get_mesh_gl(0);

    // cube.scale(100) - (sphere.rotate(180) - sphere.scale(0.5).rotate(90).translate(40,40,40))
    let inner = sphere.clone().rotate(180.0, 0.0, 0.0)
        .difference(&sphere.scale(Vec3::splat(0.5)).rotate(90.0, 0.0, 0.0)
            .translate(Vec3::new(40.0, 40.0, 40.0)));
    let result = cube.scale(Vec3::splat(100.0)).difference(&inner);

    super::related_gl_check_normals(&result, &[&cube_gl, &sphere_gl]);

    let mut output = result.get_mesh_gl(0);
    output.merge_from_vert.clear();
    output.merge_to_vert.clear();
    output.merge();
    let round_trip = Manifold::from_mesh_gl(&output);

    super::related_gl_check_normals(&round_trip, &[&cube_gl, &sphere_gl]);
}