PrusaSlicer-NonPlainar/tests/libslic3r/test_indexed_triangle_set.cpp
2021-06-22 09:21:16 +02:00

142 lines
4.5 KiB
C++

#include <iostream>
#include <fstream>
#include <catch2/catch.hpp>
#include "libslic3r/TriangleMesh.hpp"
using namespace Slic3r;
TEST_CASE("Split empty mesh", "[its_split][its]") {
using namespace Slic3r;
indexed_triangle_set its;
std::vector<indexed_triangle_set> res = its_split(its);
REQUIRE(res.empty());
}
TEST_CASE("Split simple mesh consisting of one part", "[its_split][its]") {
using namespace Slic3r;
auto cube = its_make_cube(10., 10., 10.);
std::vector<indexed_triangle_set> res = its_split(cube);
REQUIRE(res.size() == 1);
REQUIRE(res.front().indices.size() == cube.indices.size());
REQUIRE(res.front().vertices.size() == cube.vertices.size());
}
void debug_write_obj(const std::vector<indexed_triangle_set> &res, const std::string &name)
{
#ifndef NDEBUG
size_t part_idx = 0;
for (auto &part_its : res) {
its_write_obj(part_its, (name + std::to_string(part_idx++) + ".obj").c_str());
}
#endif
}
TEST_CASE("Split two non-watertight mesh", "[its_split][its]") {
using namespace Slic3r;
auto cube1 = its_make_cube(10., 10., 10.);
cube1.indices.pop_back();
auto cube2 = cube1;
its_transform(cube1, identity3f().translate(Vec3f{-5.f, 0.f, 0.f}));
its_transform(cube2, identity3f().translate(Vec3f{5.f, 0.f, 0.f}));
its_merge(cube1, cube2);
std::vector<indexed_triangle_set> res = its_split(cube1);
REQUIRE(res.size() == 2);
REQUIRE(res[0].indices.size() == res[1].indices.size());
REQUIRE(res[0].indices.size() == cube2.indices.size());
REQUIRE(res[0].vertices.size() == res[1].vertices.size());
REQUIRE(res[0].vertices.size() == cube2.vertices.size());
debug_write_obj(res, "parts_non_watertight");
}
TEST_CASE("Split non-manifold mesh", "[its_split][its]") {
using namespace Slic3r;
auto cube = its_make_cube(10., 10., 10.), cube_low = cube;
its_transform(cube_low, identity3f().translate(Vec3f{10.f, 10.f, 10.f}));
its_merge(cube, cube_low);
its_merge_vertices(cube);
std::vector<indexed_triangle_set> res = its_split(cube);
REQUIRE(res.size() == 2);
REQUIRE(res[0].indices.size() == res[1].indices.size());
REQUIRE(res[0].indices.size() == cube_low.indices.size());
REQUIRE(res[0].vertices.size() == res[1].vertices.size());
REQUIRE(res[0].vertices.size() == cube_low.vertices.size());
debug_write_obj(res, "cubes_non_manifold");
}
TEST_CASE("Split two watertight meshes", "[its_split][its]") {
using namespace Slic3r;
auto sphere1 = its_make_sphere(10., 2 * PI / 200.), sphere2 = sphere1;
its_transform(sphere1, identity3f().translate(Vec3f{-5.f, 0.f, 0.f}));
its_transform(sphere2, identity3f().translate(Vec3f{5.f, 0.f, 0.f}));
its_merge(sphere1, sphere2);
std::vector<indexed_triangle_set> res = its_split(sphere1);
REQUIRE(res.size() == 2);
REQUIRE(res[0].indices.size() == res[1].indices.size());
REQUIRE(res[0].indices.size() == sphere2.indices.size());
REQUIRE(res[0].vertices.size() == res[1].vertices.size());
REQUIRE(res[0].vertices.size() == sphere2.vertices.size());
debug_write_obj(res, "parts_watertight");
}
#include <libslic3r/QuadricEdgeCollapse.hpp>
TEST_CASE("Reduce one edge by Quadric Edge Collapse", "[its]")
{
indexed_triangle_set its;
its.vertices = {Vec3f(-1.f, 0.f, 0.f), Vec3f(0.f, 1.f, 0.f),
Vec3f(1.f, 0.f, 0.f), Vec3f(0.f, 0.f, 1.f),
// vertex to be removed
Vec3f(0.9f, .1f, -.1f)};
its.indices = {Vec3i(1, 0, 3), Vec3i(2, 1, 3), Vec3i(0, 2, 3),
Vec3i(0, 1, 4), Vec3i(1, 2, 4), Vec3i(2, 0, 4)};
// edge to remove is between vertices 2 and 4 on trinagles 4 and 5
indexed_triangle_set its_ = its; // copy
// its_write_obj(its, "tetrhedron_in.obj");
size_t wanted_count = its.indices.size() - 1;
CHECK(its_quadric_edge_collapse(its, wanted_count));
// its_write_obj(its, "tetrhedron_out.obj");
CHECK(its.indices.size() == 4);
CHECK(its.vertices.size() == 4);
for (size_t i = 0; i < 3; i++) {
CHECK(its.indices[i] == its_.indices[i]);
}
for (size_t i = 0; i < 4; i++) {
if (i == 2) continue;
CHECK(its.vertices[i] == its_.vertices[i]);
}
const Vec3f &v = its.vertices[2]; // new vertex
const Vec3f &v2 = its_.vertices[2]; // moved vertex
const Vec3f &v4 = its_.vertices[4]; // removed vertex
for (size_t i = 0; i < 3; i++) {
bool is_between = (v[i] < v4[i] && v[i] > v2[i]) ||
(v[i] > v4[i] && v[i] < v2[i]);
CHECK(is_between);
}
}