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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- 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
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- #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(nullptr)));
- 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;
- }
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