assimp/test/unit/utVertexTriangleAdjacency.cpp

194 lines
5.1 KiB
C++

#include "UnitTestPCH.h"
#include "utVertexTriangleAdjacency.h"
CPPUNIT_TEST_SUITE_REGISTRATION (VTAdjacency);
// ------------------------------------------------------------------------------------------------
void VTAdjacency :: setUp (void)
{
// build a test mesh with randomized input data
// *******************************************************************************
pMesh = new aiMesh();
pMesh->mNumVertices = 500;
pMesh->mNumFaces = 600;
pMesh->mFaces = new aiFace[600];
unsigned int iCurrent = 0;
for (unsigned int i = 0; i < 600;++i)
{
aiFace& face = pMesh->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
if (499 == iCurrent)iCurrent = 0;
face.mIndices[0] = iCurrent++;
while(face.mIndices[0] == ( face.mIndices[1] = (unsigned int)(((float)rand()/RAND_MAX)*499)));
while(face.mIndices[0] == ( face.mIndices[2] = (unsigned int)(((float)rand()/RAND_MAX)*499)) ||
face.mIndices[1] == face.mIndices[2]);
}
// build a second test mesh - this one is extremely small
// *******************************************************************************
pMesh2 = new aiMesh();
pMesh2->mNumVertices = 5;
pMesh2->mNumFaces = 3;
pMesh2->mFaces = new aiFace[3];
pMesh2->mFaces[0].mIndices = new unsigned int[3];
pMesh2->mFaces[1].mIndices = new unsigned int[3];
pMesh2->mFaces[2].mIndices = new unsigned int[3];
pMesh2->mFaces[0].mIndices[0] = 1;
pMesh2->mFaces[0].mIndices[1] = 3;
pMesh2->mFaces[0].mIndices[2] = 2;
pMesh2->mFaces[1].mIndices[0] = 0;
pMesh2->mFaces[1].mIndices[1] = 2;
pMesh2->mFaces[1].mIndices[2] = 3;
pMesh2->mFaces[2].mIndices[0] = 3;
pMesh2->mFaces[2].mIndices[1] = 0;
pMesh2->mFaces[2].mIndices[2] = 4;
// build a third test mesh which does not reference all vertices
// *******************************************************************************
pMesh3 = new aiMesh();
pMesh3->mNumVertices = 500;
pMesh3->mNumFaces = 600;
pMesh3->mFaces = new aiFace[600];
iCurrent = 0;
for (unsigned int i = 0; i < 600;++i)
{
aiFace& face = pMesh3->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
if (499 == iCurrent)iCurrent = 0;
face.mIndices[0] = iCurrent++;
if (499 == iCurrent)iCurrent = 0;
face.mIndices[1] = iCurrent++;
if (499 == iCurrent)iCurrent = 0;
face.mIndices[2] = iCurrent++;
if (rand() > RAND_MAX/2 && face.mIndices[0])
{
face.mIndices[0]--;
}
else if (face.mIndices[1]) face.mIndices[1]--;
}
}
// ------------------------------------------------------------------------------------------------
void VTAdjacency :: tearDown (void)
{
delete pMesh;
pMesh = 0;
delete pMesh2;
pMesh2 = 0;
delete pMesh3;
pMesh3 = 0;
}
// ------------------------------------------------------------------------------------------------
void VTAdjacency :: largeRandomDataSet (void)
{
checkMesh(pMesh);
}
// ------------------------------------------------------------------------------------------------
void VTAdjacency :: smallDataSet (void)
{
checkMesh(pMesh2);
}
// ------------------------------------------------------------------------------------------------
void VTAdjacency :: unreferencedVerticesSet (void)
{
checkMesh(pMesh3);
}
// ------------------------------------------------------------------------------------------------
void VTAdjacency :: checkMesh (aiMesh* pMesh)
{
pAdj = new VertexTriangleAdjacency(pMesh->mFaces,pMesh->mNumFaces,pMesh->mNumVertices,true);
unsigned int* const piNum = pAdj->mLiveTriangles;
// check the primary adjacency table and check whether all faces
// are contained in the list
unsigned int maxOfs = 0;
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
{
aiFace& face = pMesh->mFaces[i];
for (unsigned int qq = 0; qq < 3 ;++qq)
{
const unsigned int idx = face.mIndices[qq];
const unsigned int num = piNum[idx];
// go to this offset
const unsigned int ofs = pAdj->mOffsetTable[idx];
maxOfs = std::max(ofs+num,maxOfs);
unsigned int* pi = &pAdj->mAdjacencyTable[ofs];
// and search for us ...
unsigned int tt = 0;
for (; tt < num;++tt,++pi)
{
if (i == *pi)
{
// mask our entry in the table. Finally all entries should be masked
*pi = 0xffffffff;
// there shouldn't be two entries for the same face
break;
}
}
// assert if *this* vertex has not been found in the table
CPPUNIT_ASSERT(tt < num);
}
}
// now check whether there are invalid faces
const unsigned int* pi = pAdj->mAdjacencyTable;
for (unsigned int i = 0; i < maxOfs;++i,++pi)
{
CPPUNIT_ASSERT(0xffffffff == *pi);
}
// check the numTrianglesPerVertex table
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
{
aiFace& face = pMesh->mFaces[i];
for (unsigned int qq = 0; qq < 3 ;++qq)
{
const unsigned int idx = face.mIndices[qq];
// we should not reach 0 here ...
CPPUNIT_ASSERT( 0 != piNum[idx]);
piNum[idx]--;
}
}
// check whether we reached 0 in all entries
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
CPPUNIT_ASSERT(!piNum[i]);
}
delete pAdj;
}