assimp/test/unit/Common/utSpatialSort.cpp

121 lines
4.6 KiB
C++

/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2021, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
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following disclaimer.
* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
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derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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*/
#include "UnitTestPCH.h"
#include <assimp/SpatialSort.h>
using namespace Assimp;
class utSpatialSort : public ::testing::Test {
public
:
aiVector3D *vecs;
protected:
void SetUp() override {
::srand(static_cast<unsigned>(time(0)));
vecs = new aiVector3D[100];
for (size_t i = 0; i < 100; ++i) {
vecs[i].x = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
vecs[i].y = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
vecs[i].z = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
}
}
void TearDown() override {
delete[] vecs;
}
};
TEST_F( utSpatialSort, findIdenticalsTest ) {
SpatialSort sSort;
sSort.Fill(vecs, 100, sizeof(aiVector3D));
std::vector<unsigned int> indices;
sSort.FindIdenticalPositions(vecs[0], indices);
EXPECT_EQ(1u, indices.size());
}
TEST_F(utSpatialSort, findPositionsTest) {
SpatialSort sSort;
sSort.Fill(vecs, 100, sizeof(aiVector3D));
std::vector<unsigned int> indices;
sSort.FindPositions(vecs[0], 0.01f, indices);
EXPECT_EQ(1u, indices.size());
}
TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
// Make a cube of positions, and then query it using the SpatialSort object.
constexpr unsigned int verticesPerAxis = 10;
constexpr ai_real step = 0.001f;
// Note the large constant offset here.
constexpr ai_real offset = 5000.0f - (0.5f * verticesPerAxis * step);
constexpr unsigned int totalNumPositions = verticesPerAxis * verticesPerAxis * verticesPerAxis;
aiVector3D* positions = new aiVector3D[totalNumPositions];
for (unsigned int x = 0; x < verticesPerAxis; ++x) {
for (unsigned int y = 0; y < verticesPerAxis; ++y) {
for (unsigned int z = 0; z < verticesPerAxis; ++z) {
const unsigned int index = (x * verticesPerAxis * verticesPerAxis) + (y * verticesPerAxis) + z;
positions[index] = aiVector3D(offset + (x * step), offset + (y * step), offset + (z * step));
}
}
}
SpatialSort sSort;
sSort.Fill(positions, totalNumPositions, sizeof(aiVector3D));
// Enough to find a point and its 6 immediate neighbors, but not any other point.
const ai_real epsilon = 1.1f * step;
std::vector<unsigned int> indices;
// Iterate through the _interior_ points of the cube.
for (unsigned int x = 1; x < verticesPerAxis - 1; ++x) {
for (unsigned int y = 1; y < verticesPerAxis - 1; ++y) {
for (unsigned int z = 1; z < verticesPerAxis - 1; ++z) {
const unsigned int index = (x * verticesPerAxis * verticesPerAxis) + (y * verticesPerAxis) + z;
sSort.FindPositions(positions[index], epsilon, indices);
ASSERT_EQ(7u, indices.size());
}
}
}
delete[] positions;
}