feat: 性能基准测试套件 — M3 里程碑起步
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+8
-24
@@ -13,7 +13,6 @@
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#include <vde/brep/modeling.h>
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#include <vde/mesh/mesh_boolean.h>
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#include <vde/mesh/halfedge_mesh.h>
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#include <vde/core/transform.h>
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#include <cmath>
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using namespace vde;
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@@ -25,34 +24,19 @@ struct SpherePair {
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mesh::HalfedgeMesh b;
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};
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/// Create two intersecting spheres (sphere_a at (-0.5, 0, 0), sphere_b at (+0.5, 0, 0))
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SpherePair make_sphere_pair(int segments) {
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int seg_u = segments;
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int seg_v = std::max(segments / 2, 4);
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/// Create two intersecting spheres with approximately `face_count` faces each.
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/// sphere_a at origin, sphere_b translated by +1.0 along X (overlap ~0.5)
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SpherePair make_sphere_pair(int face_count) {
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// make_sphere produces ~ 2 * seg_u * seg_v faces → solve for seg
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int seg = std::max(static_cast<int>(std::ceil(std::sqrt(face_count / 2.0))), 4);
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int seg_u = seg;
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int seg_v = seg;
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auto sphere_a = brep::make_sphere(1.0, seg_u, seg_v).to_mesh();
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auto sphere_b = brep::make_sphere(1.0, seg_u, seg_v).to_mesh();
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// Translate sphere_b by +1.0 along X so they overlap by ~0.5
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core::Transform3D t;
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t.set_translation(core::Vector3D(1.0, 0.0, 0.0));
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// Since HalfedgeMesh doesn't have a direct transform, we translate vertices manually
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std::vector<core::Point3D> vb_verts;
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for (size_t vi = 0; vi < sphere_b.num_vertices(); ++vi) {
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auto p = sphere_b.vertex(vi);
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vb_verts.push_back(core::Point3D(p.x() + 1.0, p.y(), p.z()));
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}
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// Rebuild: extract face vertex indices and rebuild mesh
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mesh::HalfedgeMesh sphere_b_moved;
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for (size_t fi = 0; fi < sphere_b.num_faces(); ++fi) {
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auto fv = sphere_b.face_vertices(static_cast<int>(fi));
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sphere_b_moved.add_face(fv);
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}
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// Overwrite vertices (add_face adds them at original positions)
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// Actually we need a different approach — just vertex-move the existing mesh
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// Best: build directly from triangles
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// Rebuild from triangles with translated vertices
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mesh::HalfedgeMesh b_moved;
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std::vector<core::Point3D> all_verts;
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std::vector<std::array<int, 3>> all_tris;
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