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Add mesh comparison functions, for tests
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@ -42,9 +42,11 @@ set (UNITTEST_SRCS
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PARENT_SCOPE)
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set (UNITTEST_CLIENT_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/mesh_compare.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_clientactiveobjectmgr.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_eventmanager.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_gameui.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_mesh_compare.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_keycode.cpp
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PARENT_SCOPE)
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103
src/unittest/mesh_compare.cpp
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103
src/unittest/mesh_compare.cpp
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@ -0,0 +1,103 @@
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/*
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Minetest
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Copyright (C) 2023 Vitaliy Lobachevskiy
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mesh_compare.h"
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#include <algorithm>
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#include <map>
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#include <stdexcept>
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static std::vector<Triangle> expandMesh(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices)
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{
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const int n_indices = indices.size();
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const int n_triangles = n_indices / 3;
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if (n_indices % 3)
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throw std::invalid_argument("got fractional number of triangles");
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std::vector<Triangle> ret(n_triangles);
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for (int i_triangle = 0; i_triangle < n_triangles; i_triangle++) {
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ret.at(i_triangle) = {
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vertices.at(indices.at(3 * i_triangle)),
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vertices.at(indices.at(3 * i_triangle + 1)),
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vertices.at(indices.at(3 * i_triangle + 2)),
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};
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}
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return ret;
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}
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/// Sorts triangle vertices, keeping winding order.
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static Triangle sortTriangle(Triangle t)
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{
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if (t[0] < t[1] && t[0] < t[2]) return {t[0], t[1], t[2]};
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if (t[1] < t[2] && t[1] < t[0]) return {t[1], t[2], t[0]};
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if (t[2] < t[0] && t[2] < t[1]) return {t[2], t[0], t[1]};
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throw std::invalid_argument("got bad triangle");
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}
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static std::vector<Triangle> canonicalizeMesh(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices)
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{
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std::vector<Triangle> mesh = expandMesh(vertices, indices);
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for (auto &triangle: mesh)
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triangle = sortTriangle(triangle);
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std::sort(std::begin(mesh), std::end(mesh));
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return mesh;
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}
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bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Triangle> &expected)
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{
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auto actual = canonicalizeMesh(vertices, indices);
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return actual == expected;
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}
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bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Quad> &expected)
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{
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using QuadRefCount = std::array<int, 4>;
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struct QuadRef {
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unsigned quad_id;
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int quad_part;
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};
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std::vector<QuadRefCount> refs(expected.size());
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std::map<Triangle, QuadRef> tris;
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for (unsigned k = 0; k < expected.size(); k++) {
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auto &&quad = expected[k];
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// There are 2 ways to split a quad into two triangles. So for each quad,
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// the mesh must contain either triangles 0 and 1, or triangles 2 and 3,
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// from the following list. No more, no less.
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tris.insert({sortTriangle({quad[0], quad[1], quad[2]}), {k, 0}});
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tris.insert({sortTriangle({quad[0], quad[2], quad[3]}), {k, 1}});
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tris.insert({sortTriangle({quad[0], quad[1], quad[3]}), {k, 2}});
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tris.insert({sortTriangle({quad[1], quad[2], quad[3]}), {k, 3}});
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}
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auto actual = canonicalizeMesh(vertices, indices);
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for (auto &&tri: actual) {
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auto itri = tris.find(tri);
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if (itri == tris.end())
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return false;
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refs[itri->second.quad_id][itri->second.quad_part] += 1;
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}
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for (unsigned k = 0; k < expected.size(); k++) {
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if (refs[k] != QuadRefCount{1, 1, 0, 0} && refs[k] != QuadRefCount{0, 0, 1, 1})
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return false;
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}
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return true;
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}
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47
src/unittest/mesh_compare.h
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47
src/unittest/mesh_compare.h
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@ -0,0 +1,47 @@
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/*
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Minetest
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Copyright (C) 2023 Vitaliy Lobachevskiy
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <array>
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#include <vector>
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#include <irrlichttypes.h>
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#include <S3DVertex.h>
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/// Represents a triangle as three vertices.
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/// “Smallest” (according to <) vertex is expected to be first, others should follow in the counter-clockwise order.
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using Triangle = std::array<video::S3DVertex, 3>;
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/// Represents a quad as four vertices.
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/// Vertices should be in the counter-clockwise order.
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using Quad = std::array<video::S3DVertex, 4>;
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/// Compare two meshes for equality.
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/// @param vertices Vertices of the first mesh. Order doesn’t matter.
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/// @param indices Indices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding.
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/// @param expected The second mesh, in an expanded form. Must be sorted.
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/// @returns Whether the two meshes are equal.
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[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Triangle> &expected);
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/// Compare two meshes for equality.
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/// @param vertices Vertices of the first mesh. Order doesn’t matter.
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/// @param indices Indices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding.
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/// @param expected The second mesh, in a quad form.
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/// @returns Whether the two meshes are equal.
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/// @note There are two ways to split a quad into 2 triangles; either is allowed.
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[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Quad> &expected);
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152
src/unittest/test_mesh_compare.cpp
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152
src/unittest/test_mesh_compare.cpp
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@ -0,0 +1,152 @@
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/*
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Minetest
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Copyright (C) 2023 Vitaliy Lobachevskiy
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "test.h"
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#include "mesh_compare.h"
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// This is a self-test to ensure proper functionality of the vertex
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// building functions (`Triangle`, `Quad`) and its validation function
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// `checkMeshEqual` in preparation for the tests in test_content_mapblock.cpp
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class TestMeshCompare : public TestBase {
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public:
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TestMeshCompare() { TestManager::registerTestModule(this); }
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const char *getName() override { return "TestMeshCompare"; }
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void runTests(IGameDef *gamedef) override {
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TEST(testTriangle);
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TEST(testQuad);
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}
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void testTriangle() {
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {0, 1, 2}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {2, 0, 1}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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}},
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}));
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UASSERT(!checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {0, 2, 1}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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}, {0, 1, 2}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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}},
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}));
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UASSERT(!checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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}, {0, 1, 2}, {
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Triangle{{
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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}},
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}));
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}
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void testQuad() {
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {0, 1, 2, 0, 2, 3}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {2, 3, 0, 1, 2, 0}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {2, 3, 1, 0, 1, 3}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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UASSERT(checkMeshEqual({
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}, {3, 0, 1, 1, 2, 3}, {
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Quad{{
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{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}},
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{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}},
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{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}},
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{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}},
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}},
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}));
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}
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};
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static TestMeshCompare mesh_compare_test;
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