99 lines
2.2 KiB
C++
99 lines
2.2 KiB
C++
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#include "UnitTestPCH.h"
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#include "utTriangulate.h"
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CPPUNIT_TEST_SUITE_REGISTRATION (TriangulateProcessTest);
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void TriangulateProcessTest :: setUp (void)
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{
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piProcess = new TriangulateProcess();
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pcMesh = new aiMesh();
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pcMesh->mNumFaces = 1000;
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pcMesh->mFaces = new aiFace[1000];
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pcMesh->mVertices = new aiVector3D[10000];
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pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE |
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aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
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for (unsigned int m = 0, t = 0, q = 4; m < 1000; ++m)
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{
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++t;
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aiFace& face = pcMesh->mFaces[m];
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face.mNumIndices = t;
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if (4 == t)
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{
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face.mNumIndices = q++;
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t = 0;
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if (10 == q)q = 4;
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}
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face.mIndices = new unsigned int[face.mNumIndices];
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for (unsigned int p = 0; p < face.mNumIndices; ++p)
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{
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face.mIndices[p] = pcMesh->mNumVertices;
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// construct fully convex input data in ccw winding, xy plane
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aiVector3D& v = pcMesh->mVertices[pcMesh->mNumVertices++];
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v.z = 0.f;
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v.x = cos (p * AI_MATH_TWO_PI/face.mNumIndices);
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v.y = sin (p * AI_MATH_TWO_PI/face.mNumIndices);
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}
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}
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}
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void TriangulateProcessTest :: tearDown (void)
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{
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delete piProcess;
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delete pcMesh;
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}
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void TriangulateProcessTest :: testTriangulation (void)
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{
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piProcess->TriangulateMesh(pcMesh);
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for (unsigned int m = 0, t = 0, q = 4, max = 1000, idx = 0; m < max;++m)
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{
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++t;
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aiFace& face = pcMesh->mFaces[m];
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if (4 == t)
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{
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t = 0;
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max += q-3;
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std::vector<bool> ait(q,false);
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for (unsigned int i = 0, tt = q-2; i < tt; ++i,++m)
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{
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aiFace& face = pcMesh->mFaces[m];
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CPPUNIT_ASSERT(face.mNumIndices == 3);
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for (unsigned int qqq = 0; qqq < face.mNumIndices; ++qqq)
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{
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ait[face.mIndices[qqq]-idx] = true;
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}
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}
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for (std::vector<bool>::const_iterator it = ait.begin(); it != ait.end(); ++it)
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{
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CPPUNIT_ASSERT(*it);
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}
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--m;
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idx+=q;
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if(++q == 10)q = 4;
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}
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else
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{
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CPPUNIT_ASSERT(face.mNumIndices == t);
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for (unsigned int i = 0; i < face.mNumIndices; ++i,++idx)
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{
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CPPUNIT_ASSERT(face.mIndices[i] == idx);
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}
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}
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}
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// we should have no valid normal vectors now necause we aren't a pure polygon mesh
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CPPUNIT_ASSERT(pcMesh->mNormals == NULL);
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} |