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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2017, 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/types.h"
+#include "assimp/mesh.h"
+
+#include <VertexTriangleAdjacency.h>
+
+
+using namespace std;
+using namespace Assimp;
+
+class VTAdjacencyTest : public ::testing::Test
+{
+protected:
+
+ void checkMesh(const aiMesh& mesh);
+};
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(VTAdjacencyTest, largeRandomDataSet)
+{
+ // build a test mesh with randomized input data
+ // *******************************************************************************
+ aiMesh mesh;
+
+ mesh.mNumVertices = 500;
+ mesh.mNumFaces = 600;
+
+ mesh.mFaces = new aiFace[600];
+ unsigned int iCurrent = 0;
+ for (unsigned int i = 0; i < 600;++i)
+ {
+ aiFace& face = mesh.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]);
+ }
+
+ checkMesh(mesh);
+}
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(VTAdjacencyTest, smallDataSet)
+{
+
+ // build a test mesh - this one is extremely small
+ // *******************************************************************************
+ aiMesh mesh;
+
+ mesh.mNumVertices = 5;
+ mesh.mNumFaces = 3;
+
+ mesh.mFaces = new aiFace[3];
+ mesh.mFaces[0].mIndices = new unsigned int[3];
+ mesh.mFaces[1].mIndices = new unsigned int[3];
+ mesh.mFaces[2].mIndices = new unsigned int[3];
+
+ mesh.mFaces[0].mIndices[0] = 1;
+ mesh.mFaces[0].mIndices[1] = 3;
+ mesh.mFaces[0].mIndices[2] = 2;
+
+ mesh.mFaces[1].mIndices[0] = 0;
+ mesh.mFaces[1].mIndices[1] = 2;
+ mesh.mFaces[1].mIndices[2] = 3;
+
+ mesh.mFaces[2].mIndices[0] = 3;
+ mesh.mFaces[2].mIndices[1] = 0;
+ mesh.mFaces[2].mIndices[2] = 4;
+
+ checkMesh(mesh);
+}
+
+// ------------------------------------------------------------------------------------------------
+TEST_F(VTAdjacencyTest, unreferencedVerticesSet)
+{
+ // build a test mesh which does not reference all vertices
+ // *******************************************************************************
+ aiMesh mesh;
+
+ mesh.mNumVertices = 500;
+ mesh.mNumFaces = 600;
+
+ mesh.mFaces = new aiFace[600];
+ unsigned int iCurrent = 0;
+ for (unsigned int i = 0; i < 600;++i)
+ {
+ aiFace& face = mesh.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]--;
+ }
+
+ checkMesh(mesh);
+}
+
+// ------------------------------------------------------------------------------------------------
+void VTAdjacencyTest::checkMesh(const aiMesh& mesh)
+{
+ VertexTriangleAdjacency adj(mesh.mFaces,mesh.mNumFaces,mesh.mNumVertices,true);
+
+ unsigned int* const piNum = adj.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 < mesh.mNumFaces;++i)
+ {
+ aiFace& face = mesh.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 = adj.mOffsetTable[idx];
+ maxOfs = std::max(ofs+num,maxOfs);
+ unsigned int* pi = &adj.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
+ EXPECT_LT(tt, num);
+ }
+ }
+
+ // now check whether there are invalid faces
+ const unsigned int* pi = adj.mAdjacencyTable;
+ for (unsigned int i = 0; i < maxOfs;++i,++pi)
+ {
+ EXPECT_EQ(0xffffffff, *pi);
+ }
+
+ // check the numTrianglesPerVertex table
+ for (unsigned int i = 0; i < mesh.mNumFaces;++i)
+ {
+ aiFace& face = mesh.mFaces[i];
+ for (unsigned int qq = 0; qq < 3 ;++qq)
+ {
+ const unsigned int idx = face.mIndices[qq];
+
+ // we should not reach 0 here ...
+ EXPECT_NE(0U, piNum[idx]);
+ piNum[idx]--;
+ }
+ }
+
+ // check whether we reached 0 in all entries
+ for (unsigned int i = 0; i < mesh.mNumVertices;++i)
+ {
+ EXPECT_FALSE(piNum[i]);
+ }
+}