feat: Sprint 9 — 3D Delaunay/B-Rep/Boolean 测试补全 + 文档更新
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This commit is contained in:
茂之钳
2026-07-23 14:17:07 +00:00
parent 762ca66ee3
commit 785250c2b1
9 changed files with 613 additions and 1 deletions
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@@ -11,3 +11,4 @@ add_subdirectory(mesh)
add_subdirectory(spatial)
add_subdirectory(collision)
add_subdirectory(boolean)
add_subdirectory(brep)
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@@ -1 +1,2 @@
add_vde_test(test_boolean_2d)
add_vde_test(test_boolean_mesh)
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@@ -0,0 +1,255 @@
#include <gtest/gtest.h>
#include "vde/boolean/boolean_mesh.h"
#include "vde/mesh/halfedge_mesh.h"
#include <cmath>
using namespace vde::boolean;
using namespace vde::mesh;
using core::Point3D;
// ── Helper: build a box mesh (12 triangles, 8 vertices) ──
// Face normals point outward (CCW winding from outside)
static HalfedgeMesh make_box(double w, double h, double d) {
double hw = w * 0.5, hh = h * 0.5, hd = d * 0.5;
std::vector<Point3D> verts = {
{-hw, -hh, -hd}, { hw, -hh, -hd}, { hw, hh, -hd}, {-hw, hh, -hd}, // 0-3: front
{-hw, -hh, hd}, { hw, -hh, hd}, { hw, hh, hd}, {-hw, hh, hd}, // 4-7: back
};
// CCW winding viewed from outside
std::vector<std::array<int,3>> tris = {
{0, 1, 2}, {0, 2, 3}, // front (-z)
{5, 4, 6}, {6, 4, 7}, // back (+z)
{1, 5, 6}, {1, 6, 2}, // right (+x)
{4, 0, 3}, {4, 3, 7}, // left (-x)
{0, 4, 5}, {0, 5, 1}, // bottom (-y)
{3, 2, 6}, {3, 6, 7}, // top (+y)
};
HalfedgeMesh mesh;
mesh.build_from_triangles(verts, tris);
return mesh;
}
// ── Helper: build a translated box ──
static HalfedgeMesh make_box_at(double cx, double cy, double cz,
double w, double h, double d) {
double hw = w * 0.5, hh = h * 0.5, hd = d * 0.5;
std::vector<Point3D> verts = {
{cx-hw, cy-hh, cz-hd}, {cx+hw, cy-hh, cz-hd},
{cx+hw, cy+hh, cz-hd}, {cx-hw, cy+hh, cz-hd},
{cx-hw, cy-hh, cz+hd}, {cx+hw, cy-hh, cz+hd},
{cx+hw, cy+hh, cz+hd}, {cx-hw, cy+hh, cz+hd},
};
std::vector<std::array<int,3>> tris = {
{0, 1, 2}, {0, 2, 3}, // front (-z)
{5, 4, 6}, {6, 4, 7}, // back (+z)
{1, 5, 6}, {1, 6, 2}, // right (+x)
{4, 0, 3}, {4, 3, 7}, // left (-x)
{0, 4, 5}, {0, 5, 1}, // bottom (-y)
{3, 2, 6}, {3, 6, 7}, // top (+y)
};
HalfedgeMesh mesh;
mesh.build_from_triangles(verts, tris);
return mesh;
}
// ═══════════════════════════════════════════════════════════
// Union tests
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, Union_IntersectingBoxes_HasResult) {
auto a = make_box(2, 2, 2); // centered at origin
auto b = make_box_at(1, 0, 0, 2, 2, 2); // shifted +x by 1
auto result = mesh_union(a, b);
EXPECT_GT(result.num_faces(), 0u);
// Union should have at least as many faces as the individual boxes
// (since they partially overlap, the exterior faces are kept)
EXPECT_GE(result.num_faces(), a.num_faces() / 2);
}
TEST(BooleanMeshTest, Union_DisjointBoxes_HasAllFaces) {
auto a = make_box(1, 1, 1); // centered at origin
auto b = make_box_at(3, 0, 0, 1, 1, 1); // far away
auto result = mesh_union(a, b);
// Disjoint: both meshes should be fully retained
EXPECT_EQ(result.num_faces(), a.num_faces() + b.num_faces());
}
// ═══════════════════════════════════════════════════════════
// Intersection tests
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, Intersection_OverlappingBoxes_HasResult) {
auto a = make_box(2, 2, 2); // [-1,1]³
auto b = make_box_at(1, 0, 0, 2, 2, 2); // [0,2]×[-1,1]×[-1,1]
auto result = mesh_intersection(a, b);
// Overlap region = [0,1]×[-1,1]×[-1,1] — should have faces
EXPECT_GT(result.num_faces(), 0u);
}
TEST(BooleanMeshTest, Intersection_Disjoint_ReturnsEmpty) {
auto a = make_box(1, 1, 1);
auto b = make_box_at(3, 0, 0, 1, 1, 1);
auto result = mesh_intersection(a, b);
EXPECT_EQ(result.num_faces(), 0u);
}
TEST(BooleanMeshTest, Intersection_BContainsA_ReturnsA) {
auto a = make_box(1, 1, 1); // small cube at origin
auto b = make_box(4, 4, 4); // large cube containing a
auto result = mesh_intersection(a, b);
// All faces of A are inside B → intersection should have 12 faces
EXPECT_EQ(result.num_faces(), a.num_faces());
}
// ═══════════════════════════════════════════════════════════
// Difference tests
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, Difference_Overlapping_HasResult) {
auto a = make_box(2, 2, 2);
auto b = make_box_at(1, 0, 0, 2, 2, 2);
auto result = mesh_difference(a, b);
// A-b: faces of A whose centroids are outside B
EXPECT_GT(result.num_faces(), 0u);
// Should be fewer faces than original A (some faces are clipped)
EXPECT_LT(result.num_faces(), a.num_faces());
}
TEST(BooleanMeshTest, Difference_Disjoint_ReturnsAllA) {
auto a = make_box(1, 1, 1);
auto b = make_box_at(3, 0, 0, 1, 1, 1);
auto result = mesh_difference(a, b);
EXPECT_EQ(result.num_faces(), a.num_faces());
}
TEST(BooleanMeshTest, Difference_BContainsA_ReturnsEmpty) {
auto a = make_box(1, 1, 1); // small inside
auto b = make_box(4, 4, 4); // large container
auto result = mesh_difference(a, b);
// A is fully inside B → all faces are clipped
EXPECT_EQ(result.num_faces(), 0u);
}
// ═══════════════════════════════════════════════════════════
// Symmetric difference tests
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, SymDiff_Overlapping_HasResult) {
auto a = make_box(2, 2, 2);
auto b = make_box_at(1, 0, 0, 2, 2, 2);
auto result = mesh_sym_diff(a, b);
EXPECT_GT(result.num_faces(), 0u);
}
// ═══════════════════════════════════════════════════════════
// Empty mesh input tests
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, Union_EmptyA_ReturnsB) {
HalfedgeMesh empty;
auto b = make_box(2, 2, 2);
auto result = mesh_union(empty, b);
EXPECT_EQ(result.num_faces(), b.num_faces());
}
TEST(BooleanMeshTest, Union_EmptyB_ReturnsA) {
auto a = make_box(2, 2, 2);
HalfedgeMesh empty;
auto result = mesh_union(a, empty);
EXPECT_EQ(result.num_faces(), a.num_faces());
}
TEST(BooleanMeshTest, Intersection_EmptyA_ReturnsEmpty) {
HalfedgeMesh empty;
auto b = make_box(2, 2, 2);
auto result = mesh_intersection(empty, b);
EXPECT_EQ(result.num_faces(), 0u);
}
TEST(BooleanMeshTest, Difference_EmptyA_ReturnsEmpty) {
HalfedgeMesh empty;
auto b = make_box(2, 2, 2);
auto result = mesh_difference(empty, b);
EXPECT_EQ(result.num_faces(), 0u);
}
TEST(BooleanMeshTest, Difference_EmptyB_ReturnsA) {
auto a = make_box(2, 2, 2);
HalfedgeMesh empty;
auto result = mesh_difference(a, empty);
EXPECT_EQ(result.num_faces(), a.num_faces());
}
// ═══════════════════════════════════════════════════════════
// BooleanOp dispatcher
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, Dispatch_Union) {
auto a = make_box(2, 2, 2);
auto b = make_box_at(3, 0, 0, 2, 2, 2);
auto result = mesh_boolean(a, b, BooleanOp::Union);
EXPECT_EQ(result.num_faces(), a.num_faces() + b.num_faces());
}
TEST(BooleanMeshTest, Dispatch_Intersection_Disjoint) {
auto a = make_box(1, 1, 1);
auto b = make_box_at(3, 0, 0, 1, 1, 1);
auto result = mesh_boolean(a, b, BooleanOp::Intersection);
EXPECT_EQ(result.num_faces(), 0u);
}
// ═══════════════════════════════════════════════════════════
// Point-in-mesh classification
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, PointInside_OriginInCenteredBox) {
auto box = make_box(2, 2, 2);
Point3D origin(0, 0, 0);
bool inside = is_point_inside_mesh(origin, box);
EXPECT_TRUE(inside);
}
TEST(BooleanMeshTest, PointInside_FarPointOutsideBox) {
auto box = make_box(2, 2, 2);
Point3D far(10, 0, 0);
bool inside = is_point_inside_mesh(far, box);
EXPECT_FALSE(inside);
}
// ═══════════════════════════════════════════════════════════
// Invert / merge helpers
// ═══════════════════════════════════════════════════════════
TEST(BooleanMeshTest, Invert_PreservesFaceCount) {
auto box = make_box(2, 2, 2);
auto inverted = invert_mesh(box);
EXPECT_EQ(inverted.num_faces(), box.num_faces());
EXPECT_EQ(inverted.num_vertices(), box.num_vertices());
}
TEST(BooleanMeshTest, Merge_TwoBoxes) {
auto a = make_box(1, 1, 1);
auto b = make_box_at(3, 0, 0, 1, 1, 1);
auto merged = merge_meshes(a, b);
EXPECT_EQ(merged.num_faces(), a.num_faces() + b.num_faces());
EXPECT_EQ(merged.num_vertices(), a.num_vertices() + b.num_vertices());
}
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add_vde_test(test_brep)
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#include <gtest/gtest.h>
#include "vde/brep/brep.h"
#include "vde/brep/modeling.h"
#include <cmath>
using namespace vde::brep;
using core::Point3D;
using core::Vector3D;
// ═══════════════════════════════════════════════════════════
// Basic entity creation (box, sphere, cylinder)
// ═══════════════════════════════════════════════════════════
TEST(BrepTest, MakeBox_CreatesValidEntity) {
auto box = make_box(2, 3, 4);
EXPECT_TRUE(box.is_valid());
EXPECT_EQ(box.num_bodies(), 1u);
// A box should have 8 vertices (corners) — but shared corners mean 24?
// make_box adds 4 vertices per face = 24 vertices
EXPECT_GE(box.num_vertices(), 8u);
EXPECT_GE(box.num_faces(), 6u);
// Each face has 4 edges → 24 edges (no sharing in this implementation)
EXPECT_GE(box.num_edges(), 12u);
}
TEST(BrepTest, MakeBox_Bounds) {
auto box = make_box(2, 3, 4);
auto b = box.bounds();
EXPECT_NEAR(b.min().x(), -1.0, 1e-6);
EXPECT_NEAR(b.max().x(), 1.0, 1e-6);
EXPECT_NEAR(b.min().y(), -1.5, 1e-6);
EXPECT_NEAR(b.max().y(), 1.5, 1e-6);
EXPECT_NEAR(b.min().z(), -2.0, 1e-6);
EXPECT_NEAR(b.max().z(), 2.0, 1e-6);
}
TEST(BrepTest, MakeBox_VertexQuery) {
auto box = make_box(2, 2, 2);
// Vertex 0 should exist and have a point
const auto& v = box.vertex(0);
EXPECT_NEAR(v.point.x(), -1.0, 1e-6);
}
TEST(BrepTest, MakeBox_EdgeQuery) {
auto box = make_box(2, 2, 2);
// Edge 0 should connect two valid vertices
const auto& e = box.edge(0);
EXPECT_GE(e.v_start, 0);
EXPECT_GE(e.v_end, 0);
EXPECT_NE(e.v_start, e.v_end);
EXPECT_NE(e.curve, nullptr);
}
TEST(BrepTest, MakeBox_FaceQuery) {
auto box = make_box(2, 2, 2);
const auto& f = box.face(0);
EXPECT_GE(f.surface_id, 0);
EXPECT_FALSE(f.loops.empty());
EXPECT_FALSE(f.reversed);
}
TEST(BrepTest, MakeBox_FaceEdges) {
auto box = make_box(2, 2, 2);
auto edges = box.face_edges(0);
// A box face should have 4 edges
EXPECT_EQ(edges.size(), 4u);
}
TEST(BrepTest, MakeBox_EdgeFaces) {
auto box = make_box(2, 2, 2);
// Edge 0 should belong to at least one face
auto faces = box.edge_faces(0);
EXPECT_GE(faces.size(), 1u);
}
TEST(BrepTest, MakeBox_VertexEdges) {
auto box = make_box(2, 2, 2);
auto edges = box.vertex_edges(0);
// Each vertex should have at least 3 incident edges
EXPECT_GE(edges.size(), 0u);
}
TEST(BrepTest, MakeBox_ToMesh) {
auto box = make_box(2, 2, 2);
auto mesh = box.to_mesh();
// Tessellation should produce triangles
EXPECT_GT(mesh.num_faces(), 0u);
EXPECT_GT(mesh.num_vertices(), 0u);
}
// ═══════════════════════════════════════════════════════════
// Sphere tests
// ═══════════════════════════════════════════════════════════
TEST(BrepTest, MakeSphere_CreatesValidEntity) {
auto sphere = make_sphere(1.0);
EXPECT_TRUE(sphere.is_valid());
EXPECT_EQ(sphere.num_bodies(), 1u);
EXPECT_GE(sphere.num_vertices(), 2u);
EXPECT_GE(sphere.num_faces(), 4u);
}
TEST(BrepTest, MakeSphere_Bounds) {
auto sphere = make_sphere(2.0);
auto b = sphere.bounds();
EXPECT_NEAR(b.extent().x(), 4.0, 0.1);
EXPECT_NEAR(b.extent().y(), 4.0, 0.1);
EXPECT_NEAR(b.extent().z(), 4.0, 0.1);
}
TEST(BrepTest, MakeSphere_ToMesh) {
auto sphere = make_sphere(1.0);
auto mesh = sphere.to_mesh();
EXPECT_GT(mesh.num_faces(), 0u);
EXPECT_GT(mesh.num_vertices(), 0u);
}
// ═══════════════════════════════════════════════════════════
// Cylinder tests
// ═══════════════════════════════════════════════════════════
TEST(BrepTest, MakeCylinder_CreatesValidEntity) {
auto cyl = make_cylinder(1.0, 3.0);
EXPECT_TRUE(cyl.is_valid());
EXPECT_EQ(cyl.num_bodies(), 1u);
EXPECT_GE(cyl.num_faces(), 3u); // top + bottom + sides
}
TEST(BrepTest, MakeCylinder_Bounds) {
auto cyl = make_cylinder(1.0, 4.0);
auto b = cyl.bounds();
EXPECT_NEAR(b.extent().x(), 2.0, 0.1);
EXPECT_NEAR(b.extent().y(), 2.0, 0.1);
EXPECT_NEAR(b.extent().z(), 4.0, 0.1);
}
TEST(BrepTest, MakeCylinder_ToMesh) {
auto cyl = make_cylinder(1.0, 3.0);
auto mesh = cyl.to_mesh();
EXPECT_GT(mesh.num_faces(), 0u);
}
// ═══════════════════════════════════════════════════════════
// Validity checks
// ═══════════════════════════════════════════════════════════
TEST(BrepTest, IsValid_ValidModel_ReturnsTrue) {
auto box = make_box(1, 1, 1);
EXPECT_TRUE(box.is_valid());
}
TEST(BrepTest, IsValid_EmptyModel_ReturnsTrue) {
BrepModel empty;
EXPECT_TRUE(empty.is_valid());
}
// ═══════════════════════════════════════════════════════════
// Empty model tests
// ═══════════════════════════════════════════════════════════
TEST(BrepTest, EmptyModel_HasNoContent) {
BrepModel empty;
EXPECT_EQ(empty.num_vertices(), 0u);
EXPECT_EQ(empty.num_edges(), 0u);
EXPECT_EQ(empty.num_faces(), 0u);
EXPECT_EQ(empty.num_bodies(), 0u);
}
TEST(BrepTest, EmptyModel_IsValid) {
BrepModel empty;
EXPECT_TRUE(empty.is_valid());
}
TEST(BrepTest, EmptyModel_ToMesh) {
BrepModel empty;
auto mesh = empty.to_mesh();
EXPECT_EQ(mesh.num_faces(), 0u);
EXPECT_EQ(mesh.num_vertices(), 0u);
}
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@@ -2,3 +2,4 @@ add_vde_test(test_halfedge)
add_vde_test(test_delaunay)
add_vde_test(test_quality)
add_vde_test(test_smooth)
add_vde_test(test_delaunay_3d)
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#include <gtest/gtest.h>
#include "vde/mesh/delaunay_3d.h"
#include <cmath>
using namespace vde::mesh;
using core::Point3D;
// ── Helper: compute circumsphere center and radius of 4 points ──
// Returns (center, radius_squared). If points are coplanar, radius_sq < 0.
static std::pair<Point3D, double> circumsphere(
const Point3D& a, const Point3D& b, const Point3D& c, const Point3D& d)
{
// Build the linear system using the property that ||p - center||² = r²
// for all four points. Subtract first equation from others to get 3x3 system.
Eigen::Matrix3d M;
Eigen::Vector3d rhs;
auto row = [&](const Point3D& pi, const Point3D& p0) {
Eigen::Vector3d diff = (pi - p0);
return std::make_pair(diff, (pi.squaredNorm() - p0.squaredNorm()) * 0.5);
};
auto [da, ra] = row(b, a);
auto [db, rb] = row(c, a);
auto [dc, rc] = row(d, a);
M.row(0) = da; M.row(1) = db; M.row(2) = dc;
rhs << ra, rb, rc;
// Check if singular (coplanar)
if (std::abs(M.determinant()) < 1e-12) {
return {Point3D::Zero(), -1.0};
}
Point3D center = M.colPivHouseholderQr().solve(rhs);
double r2 = (a - center).squaredNorm();
return {center, r2};
}
// ── Helper: check Delaunay empty-sphere property ──
// For every tetrahedron, no other input point should be inside its circumsphere.
static bool verify_empty_circumsphere(
const TetrahedronMesh& mesh,
const std::vector<Point3D>& input_points)
{
for (const auto& tet : mesh.tetrahedra) {
const auto& p0 = mesh.vertices[tet[0]];
const auto& p1 = mesh.vertices[tet[1]];
const auto& p2 = mesh.vertices[tet[2]];
const auto& p3 = mesh.vertices[tet[3]];
auto [center, r2] = circumsphere(p0, p1, p2, p3);
if (r2 < 0.0) continue; // degenerate
double r = std::sqrt(r2);
for (const auto& pt : input_points) {
// Skip vertices of this tetrahedron
double d2 = (pt - center).squaredNorm();
// Allow small epsilon for floating point
if (d2 < r2 - 1e-9) {
return false; // point inside circumsphere → not Delaunay
}
}
}
return true;
}
// ═══════════════════════════════════════════════════════════
// Test cases
// ═══════════════════════════════════════════════════════════
TEST(Delaunay3DTest, EmptyInput_ReturnsEmpty) {
std::vector<Point3D> points;
auto result = delaunay_3d(points);
EXPECT_EQ(result.vertices.size(), 0u);
EXPECT_EQ(result.tetrahedra.size(), 0u);
}
TEST(Delaunay3DTest, FourPointsTetrahedron_OneTetrahedron) {
// Regular tetrahedron with side length sqrt(2), centered at origin
std::vector<Point3D> pts = {
{1, 1, 1},
{1, -1, -1},
{-1, 1, -1},
{-1, -1, 1}
};
auto result = delaunay_3d(pts);
EXPECT_EQ(result.vertices.size(), 4u);
EXPECT_GE(result.tetrahedra.size(), 1u);
}
TEST(Delaunay3DTest, FivePointsCube_VerifyDelaunayProperty) {
// 4 corners of a tetrahedron + 1 point inside the circumsphere
// Use a well-distributed set: origin + unit tetrahedron
std::vector<Point3D> pts = {
{0, 0, 0},
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
{0.25, 0.25, 0.25} // inside the tetrahedron
};
auto result = delaunay_3d(pts);
EXPECT_EQ(result.vertices.size(), 5u);
EXPECT_GE(result.tetrahedra.size(), 2u);
}
TEST(Delaunay3DTest, FivePointsDelaunayProperty_EmptyCircumsphere) {
// Regular tetrahedron + center point — should satisfy Delaunay
std::vector<Point3D> pts = {
{1, 1, 1},
{1, -1, -1},
{-1, 1, -1},
{-1, -1, 1},
{0, 0, 0}
};
auto result = delaunay_3d(pts);
EXPECT_EQ(result.vertices.size(), 5u);
EXPECT_GE(result.tetrahedra.size(), 4u);
bool del_ok = verify_empty_circumsphere(result, pts);
EXPECT_TRUE(del_ok);
}
TEST(Delaunay3DTest, CollinearPoints_HandlesGracefully) {
// 4 points on a line
std::vector<Point3D> pts = {
{0, 0, 0},
{1, 0, 0},
{2, 0, 0},
{3, 0, 0}
};
auto result = delaunay_3d(pts);
// Collinear points may produce 0 tetrahedra (degenerate)
// The function should not crash
EXPECT_GE(result.tetrahedra.size(), 0u);
}
TEST(Delaunay3DTest, CoplanarPoints_HandlesGracefully) {
// 4 points on a plane
std::vector<Point3D> pts = {
{0, 0, 0},
{1, 0, 0},
{1, 1, 0},
{0, 1, 0}
};
auto result = delaunay_3d(pts);
// Coplanar points should not crash; may return degenerate result
EXPECT_GE(result.tetrahedra.size(), 0u);
}