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@ -84,8 +84,10 @@ TEST_F(utSpatialSort, findPositionsTest) {
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}
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}
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TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
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TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
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// Make a cube of positions, and then query it using the SpatialSort object.
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constexpr unsigned int verticesPerAxis = 10;
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constexpr unsigned int verticesPerAxis = 10;
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constexpr ai_real step = 0.001f;
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constexpr ai_real step = 0.001f;
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// Note the large constant offset here.
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constexpr ai_real offset = 5000.0f - (0.5f * verticesPerAxis * step);
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constexpr ai_real offset = 5000.0f - (0.5f * verticesPerAxis * step);
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constexpr unsigned int totalNumPositions = verticesPerAxis * verticesPerAxis * verticesPerAxis;
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constexpr unsigned int totalNumPositions = verticesPerAxis * verticesPerAxis * verticesPerAxis;
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aiVector3D* positions = new aiVector3D[totalNumPositions];
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aiVector3D* positions = new aiVector3D[totalNumPositions];
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@ -101,10 +103,10 @@ TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
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SpatialSort sSort;
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SpatialSort sSort;
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sSort.Fill(positions, totalNumPositions, sizeof(aiVector3D));
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sSort.Fill(positions, totalNumPositions, sizeof(aiVector3D));
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// Enough to pick up the neighboring vertices, but not the neighbors' neighbors.
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// Enough to pick up a point and its 6 immediate neighbors, but not any other point.
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const ai_real epsilon = 1.1f * step;
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const ai_real epsilon = 1.1f * step;
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std::vector<unsigned int> indices;
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std::vector<unsigned int> indices;
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// Iterate through the interior points of the cube.
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// Iterate through the _interior_ points of the cube.
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for (unsigned int x = 1; x < verticesPerAxis - 1; ++x) {
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for (unsigned int x = 1; x < verticesPerAxis - 1; ++x) {
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for (unsigned int y = 1; y < verticesPerAxis - 1; ++y) {
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for (unsigned int y = 1; y < verticesPerAxis - 1; ++y) {
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for (unsigned int z = 1; z < verticesPerAxis - 1; ++z) {
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for (unsigned int z = 1; z < verticesPerAxis - 1; ++z) {
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