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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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(0)));
+ 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;
+}