#include #include #include #include using namespace Slic3r; TEST_CASE("Building a tree over a box, ray caster and closest query", "[AABBIndirect]") { TriangleMesh tmesh = make_cube(1., 1., 1.); auto tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(tmesh.its.vertices, tmesh.its.indices); REQUIRE(! tree.empty()); igl::Hit hit; bool intersected = AABBTreeIndirect::intersect_ray_first_hit( tmesh.its.vertices, tmesh.its.indices, tree, Vec3d(0.5, 0.5, -5.), Vec3d(0., 0., 1.), hit); REQUIRE(intersected); REQUIRE(hit.t == Approx(5.)); std::vector hits; bool intersected2 = AABBTreeIndirect::intersect_ray_all_hits( tmesh.its.vertices, tmesh.its.indices, tree, Vec3d(0.3, 0.5, -5.), Vec3d(0., 0., 1.), hits); REQUIRE(intersected2); REQUIRE(hits.size() == 2); REQUIRE(hits.front().t == Approx(5.)); REQUIRE(hits.back().t == Approx(6.)); size_t hit_idx; Vec3d closest_point; double squared_distance = AABBTreeIndirect::squared_distance_to_indexed_triangle_set( tmesh.its.vertices, tmesh.its.indices, tree, Vec3d(0.3, 0.5, -5.), hit_idx, closest_point); REQUIRE(squared_distance == Approx(5. * 5.)); REQUIRE(closest_point.x() == Approx(0.3)); REQUIRE(closest_point.y() == Approx(0.5)); REQUIRE(closest_point.z() == Approx(0.)); squared_distance = AABBTreeIndirect::squared_distance_to_indexed_triangle_set( tmesh.its.vertices, tmesh.its.indices, tree, Vec3d(0.3, 0.5, 5.), hit_idx, closest_point); REQUIRE(squared_distance == Approx(4. * 4.)); REQUIRE(closest_point.x() == Approx(0.3)); REQUIRE(closest_point.y() == Approx(0.5)); REQUIRE(closest_point.z() == Approx(1.)); }