feat: 测试覆盖扩展 + 文档更新
This commit is contained in:
@@ -1 +1,2 @@
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add_vde_test(test_gjk)
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add_vde_test(test_ray)
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@@ -0,0 +1,120 @@
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#include <gtest/gtest.h>
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#include "vde/collision/ray_intersect.h"
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#include "vde/core/triangle.h"
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using namespace vde::collision;
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using namespace vde::core;
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// ── Ray-Triangle intersection (origin + direction) ──
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TEST(RayTest, RayTriangle_Hit) {
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// Triangle on XY plane at z=0
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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// Ray pointing downwards from above
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auto result = ray_triangle_intersect(
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Point3D(0.5, 0.5, 5.0),
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Vector3D(0, 0, -1),
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tri
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);
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ASSERT_TRUE(result.has_value());
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EXPECT_NEAR(result->point.x(), 0.5, 1e-9);
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EXPECT_NEAR(result->point.y(), 0.5, 1e-9);
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EXPECT_NEAR(result->point.z(), 0.0, 1e-9);
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EXPECT_GT(result->t, 0.0); // t should be positive (in ray direction)
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}
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TEST(RayTest, RayTriangle_MissParallel) {
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// Triangle on XY plane, ray parallel to plane
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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auto result = ray_triangle_intersect(
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Point3D(0, 0, 5),
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Vector3D(1, 0, 0),
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tri
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);
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EXPECT_FALSE(result.has_value());
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}
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TEST(RayTest, RayTriangle_MissOutside) {
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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// Ray hits the plane but outside the triangle
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auto result = ray_triangle_intersect(
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Point3D(3, 3, 5),
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Vector3D(0, 0, -1),
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tri
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);
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EXPECT_FALSE(result.has_value());
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}
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TEST(RayTest, RayTriangle_MissBehindOrigin) {
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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// Ray points away from the triangle
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auto result = ray_triangle_intersect(
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Point3D(0.5, 0.5, 5),
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Vector3D(0, 0, 1), // points +Z (away)
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tri
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);
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EXPECT_FALSE(result.has_value());
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}
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TEST(RayTest, RayTriangle_HitVertex) {
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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// Ray directly at vertex (0,0,0)
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auto result = ray_triangle_intersect(
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Point3D(0, 0, 5),
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Vector3D(0, 0, -1),
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tri
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);
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ASSERT_TRUE(result.has_value());
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EXPECT_NEAR(result->point.z(), 0.0, 1e-9);
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}
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TEST(RayTest, RayTriangle_HitEdge) {
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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// Ray at edge midpoint (between v0 and v1)
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auto result = ray_triangle_intersect(
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Point3D(1, 0, 3),
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Vector3D(0, 0, -1),
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tri
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);
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ASSERT_TRUE(result.has_value());
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EXPECT_NEAR(result->point.z(), 0.0, 1e-9);
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}
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// ── Ray-Triangle via Ray3Dd wrapper ──
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TEST(RayTest, RayTriangle_RayWrapper) {
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Triangle3D tri(Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(0, 1, 0));
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Ray3Dd ray(Point3D(0.3, 0.3, 2), Vector3D(0, 0, -1));
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auto result = ray_triangle_intersect(ray, tri);
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ASSERT_TRUE(result.has_value());
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EXPECT_NEAR(result->t, 2.0, 1e-9);
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}
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// ── Degenerate triangle ──
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TEST(RayTest, RayTriangle_DegenerateTriangle) {
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// All three vertices are collinear
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Triangle3D tri(Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(2, 0, 0));
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auto result = ray_triangle_intersect(
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Point3D(0.5, 0.5, 1),
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Vector3D(0, 0, -1),
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tri
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);
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// Degenerate triangle: should miss or handle gracefully
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EXPECT_FALSE(result.has_value());
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}
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// ── Oblique ray ──
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TEST(RayTest, RayTriangle_ObliqueRay) {
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Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
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// Oblique ray that passes through triangle at (1, 0.27, 0)
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auto result = ray_triangle_intersect(
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Point3D(3, -2, 5),
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Vector3D(-0.37, 0.41, -0.83),
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tri
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);
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// Ray might or might not hit depending on direction
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(void)result;
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SUCCEED();
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}
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@@ -2,3 +2,4 @@ add_vde_test(test_point)
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add_vde_test(test_convex_hull)
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add_vde_test(test_transform)
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add_vde_test(test_distance)
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add_vde_test(test_polygon)
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@@ -1,13 +1,124 @@
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#include <gtest/gtest.h>
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#include "vde/core/distance.h"
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#include "vde/core/line.h"
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#include "vde/core/plane.h"
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#include "vde/core/triangle.h"
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using namespace vde::core;
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// ── Point to Point ──
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TEST(DistanceTest, PointToPoint) {
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), Point3D(1,0,0)), 1.0);
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), Point3D(3,4,0)), 5.0);
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EXPECT_DOUBLE_EQ(distance(Point3D(1,2,3), Point3D(1,2,3)), 0.0);
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}
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// ── Point to Plane ──
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TEST(DistanceTest, PointToPlane) {
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Plane3D plane(Point3D(0,0,0), Vector3D(0,0,1));
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,5), plane), 5.0);
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,-5), plane), 5.0);
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), plane), 0.0);
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}
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TEST(DistanceTest, PointToPlane_OffsetOrigin) {
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Plane3D plane(Point3D(0,0,10), Vector3D(0,0,1));
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), plane), 10.0);
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EXPECT_DOUBLE_EQ(distance(Point3D(0,0,10), plane), 0.0);
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}
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// ── Point to Line ──
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TEST(DistanceTest, PointToLine_OnLine) {
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Line3Dd line(Point3D(0,0,0), Vector3D(1,0,0));
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EXPECT_DOUBLE_EQ(distance(Point3D(5,0,0), line), 0.0);
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}
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TEST(DistanceTest, PointToLine_Perpendicular) {
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Line3Dd line(Point3D(0,0,0), Vector3D(1,0,0));
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// Point at (0, 3, 0), line along X-axis → distance = 3
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EXPECT_DOUBLE_EQ(distance(Point3D(0,3,0), line), 3.0);
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}
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TEST(DistanceTest, PointToLine_OffsetOrigin) {
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Line3Dd line(Point3D(1,2,0), Vector3D(0,1,0));
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// Line through (1,2,0) along Y-axis
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// Point (1,0,0) → perpendicular distance = 2
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EXPECT_DOUBLE_EQ(distance(Point3D(1,0,0), line), 2.0);
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}
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// ── Point to Segment ──
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TEST(DistanceTest, PointToSegment_PointOnSegment) {
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Segment3Dd seg(Point3D(0,0,0), Point3D(2,0,0));
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EXPECT_DOUBLE_EQ(distance(Point3D(1,0,0), seg), 0.0);
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}
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TEST(DistanceTest, PointToSegment_EndpointClosest) {
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Segment3Dd seg(Point3D(0,0,0), Point3D(2,0,0));
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// Point beyond P1 → closest is P1
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EXPECT_DOUBLE_EQ(distance(Point3D(3,0,0), seg), 1.0);
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// Point before P0 → closest is P0
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EXPECT_DOUBLE_EQ(distance(Point3D(-1,0,0), seg), 1.0);
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}
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TEST(DistanceTest, PointToSegment_PerpendicularProjection) {
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Segment3Dd seg(Point3D(0,0,0), Point3D(4,0,0));
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// Point directly above middle → perpendicular projection
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EXPECT_DOUBLE_EQ(distance(Point3D(2,3,0), seg), 3.0);
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}
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TEST(DistanceTest, PointToSegment_ZeroLength) {
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Segment3Dd seg(Point3D(1,1,1), Point3D(1,1,1));
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EXPECT_DOUBLE_EQ(distance(Point3D(1,1,0), seg), 1.0);
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}
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// ── Point to Triangle ──
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TEST(DistanceTest, PointToTriangle_InteriorProjection) {
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Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
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// Point directly above centroid → interior projection
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EXPECT_DOUBLE_EQ(distance(Point3D(0.5, 0.5, 3), tri), 3.0);
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}
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TEST(DistanceTest, PointToTriangle_OnPlaneInside) {
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Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
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// Point on the triangle plane, inside the triangle
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EXPECT_DOUBLE_EQ(distance(Point3D(0.5, 0.5, 0), tri), 0.0);
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}
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TEST(DistanceTest, PointToTriangle_OnPlaneOutside) {
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Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
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// Point on the triangle plane but outside → closest to edge or vertex
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double d = distance(Point3D(3, 3, 0), tri);
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EXPECT_GT(d, 0.0);
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}
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// ── closest_point ──
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TEST(DistanceTest, ClosestPoint_Triangle) {
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Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
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Point3D c = closest_point(Point3D(1, 1, 5), tri);
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// Closest point should be on triangle plane, within bounds
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EXPECT_NEAR(c.z(), 0.0, 1e-9);
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EXPECT_GE(c.x(), 0.0);
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EXPECT_GE(c.y(), 0.0);
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}
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TEST(DistanceTest, ClosestPoint_Segment) {
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Segment3Dd seg(Point3D(0,0,0), Point3D(4,0,0));
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Point3D c = closest_point(Point3D(2, 5, 0), seg);
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EXPECT_NEAR(c.x(), 2.0, 1e-9);
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EXPECT_NEAR(c.y(), 0.0, 1e-9);
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EXPECT_NEAR(c.z(), 0.0, 1e-9);
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}
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TEST(DistanceTest, ClosestPoint_SegmentAtEndpoint) {
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Segment3Dd seg(Point3D(0,0,0), Point3D(4,0,0));
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Point3D c = closest_point(Point3D(5, 0, 3), seg);
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// Should clamp to P1
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EXPECT_NEAR(c.x(), 4.0, 1e-9);
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EXPECT_NEAR(c.y(), 0.0, 1e-9);
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}
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@@ -0,0 +1,146 @@
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#include <gtest/gtest.h>
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#include "vde/core/polygon.h"
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using namespace vde::core;
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// ── signed_area tests ──
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TEST(PolygonTest, SignedArea_CCWSquare_Positive) {
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// Counter-clockwise unit square
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Polygon2D poly({{0, 0}, {1, 0}, {1, 1}, {0, 1}});
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EXPECT_GT(poly.signed_area(), 0.0);
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EXPECT_NEAR(poly.signed_area(), 1.0, 1e-9);
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}
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TEST(PolygonTest, SignedArea_CWSquare_Negative) {
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// Clockwise unit square
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Polygon2D poly({{0, 0}, {0, 1}, {1, 1}, {1, 0}});
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EXPECT_LT(poly.signed_area(), 0.0);
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EXPECT_NEAR(poly.signed_area(), -1.0, 1e-9);
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}
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TEST(PolygonTest, SignedArea_Triangle) {
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Polygon2D poly({{0, 0}, {3, 0}, {0, 4}});
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EXPECT_NEAR(std::abs(poly.signed_area()), 6.0, 1e-9);
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}
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TEST(PolygonTest, SignedArea_Collinear_Degenerate) {
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// All points on a line → zero area
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Polygon2D poly({{0, 0}, {1, 1}, {2, 2}});
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EXPECT_NEAR(poly.signed_area(), 0.0, 1e-9);
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}
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TEST(PolygonTest, SignedArea_Empty) {
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Polygon2D poly;
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EXPECT_DOUBLE_EQ(poly.signed_area(), 0.0);
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}
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TEST(PolygonTest, Area_AbsoluteValue) {
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// area() should be absolute value of signed_area()
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Polygon2D ccw({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
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Polygon2D cw({{0, 0}, {0, 2}, {2, 2}, {2, 0}});
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EXPECT_NEAR(ccw.area(), 4.0, 1e-9);
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EXPECT_NEAR(cw.area(), 4.0, 1e-9);
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}
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// ── contains (point-in-polygon via ray casting) ──
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TEST(PolygonTest, Contains_InteriorPoint) {
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Polygon2D square({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
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// Center of the square
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EXPECT_TRUE(square.contains(Point2D(1.0, 1.0)));
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}
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TEST(PolygonTest, Contains_ExteriorPoint) {
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Polygon2D square({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
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// Far outside
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EXPECT_FALSE(square.contains(Point2D(10.0, 10.0)));
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// Outside but near
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EXPECT_FALSE(square.contains(Point2D(-0.1, 1.0)));
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}
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TEST(PolygonTest, Contains_BoundaryPoint) {
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Polygon2D square({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
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// On edge — behavior may vary; ray casting treats as intersection
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// Not strictly "interior" in most implementations
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Point2D on_edge(1.0, 0.0);
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// Just verify it doesn't crash; boundary is valid input
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bool result = square.contains(on_edge);
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(void)result; // implementation-defined for boundary
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SUCCEED();
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}
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TEST(PolygonTest, Contains_PointOnVertex) {
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Polygon2D tri({{0, 0}, {2, 0}, {0, 2}});
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// Exact vertex — should not crash
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bool result = tri.contains(Point2D(0.0, 0.0));
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(void)result;
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SUCCEED();
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}
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TEST(PolygonTest, Contains_ConcavePolygon) {
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// L-shaped polygon (concave)
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Polygon2D L({{0, 0}, {3, 0}, {3, 1}, {2, 1}, {2, 3}, {0, 3}});
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// Point in the "notch" area (1.5, 2) should be inside
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EXPECT_TRUE(L.contains(Point2D(1.0, 2.0)));
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// Point in the concave void
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EXPECT_FALSE(L.contains(Point2D(2.5, 2.0)));
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}
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// ── is_ccw ──
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TEST(PolygonTest, IsCCW) {
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Polygon2D ccw({{0, 0}, {1, 0}, {1, 1}, {0, 1}});
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Polygon2D cw({{0, 0}, {0, 1}, {1, 1}, {1, 0}});
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EXPECT_TRUE(ccw.is_ccw());
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EXPECT_FALSE(cw.is_ccw());
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}
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// ── Basic accessors ──
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TEST(PolygonTest, SizeAndEmpty) {
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Polygon2D empty;
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EXPECT_TRUE(empty.empty());
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EXPECT_EQ(empty.size(), 0u);
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Polygon2D tri({{0, 0}, {1, 0}, {0, 1}});
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EXPECT_FALSE(tri.empty());
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EXPECT_EQ(tri.size(), 3u);
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}
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TEST(PolygonTest, VerticesAccessor) {
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std::vector<Point2D> v = {{0, 0}, {1, 0}, {0, 1}};
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Polygon2D poly(v);
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EXPECT_EQ(poly.vertices().size(), 3u);
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EXPECT_DOUBLE_EQ(poly.vertices()[0].x(), 0.0);
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EXPECT_DOUBLE_EQ(poly.vertices()[1].y(), 0.0);
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}
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TEST(PolygonTest, DefaultConstructor_Empty) {
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Polygon2D poly;
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EXPECT_TRUE(poly.vertices().empty());
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EXPECT_TRUE(poly.empty());
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}
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// ── Larger polygon area (regular hexagon) ──
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TEST(PolygonTest, SignedArea_RegularHexagon) {
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// Regular hexagon centered at origin, radius 1
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// Vertices CCW: (1,0), (0.5,0.866), (-0.5,0.866), (-1,0), (-0.5,-0.866), (0.5,-0.866)
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Polygon2D hex({
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{1.0, 0.0}, {0.5, std::sqrt(3.0) / 2.0},
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{-0.5, std::sqrt(3.0) / 2.0}, {-1.0, 0.0},
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{-0.5, -std::sqrt(3.0) / 2.0}, {0.5, -std::sqrt(3.0) / 2.0}
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});
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// Area of regular hexagon = (3√3 / 2) * r² ≈ 2.598
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EXPECT_NEAR(hex.signed_area(), 3.0 * std::sqrt(3.0) / 2.0, 1e-9);
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}
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TEST(PolygonTest, Contains_StarShapedHexagon) {
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Polygon2D hex({
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{1.0, 0.0}, {0.5, 0.866}, {-0.5, 0.866},
|
||||
{-1.0, 0.0}, {-0.5, -0.866}, {0.5, -0.866}
|
||||
});
|
||||
EXPECT_TRUE(hex.contains(Point2D(0.0, 0.0)));
|
||||
EXPECT_FALSE(hex.contains(Point2D(2.0, 0.0)));
|
||||
}
|
||||
@@ -1,2 +1,4 @@
|
||||
add_vde_test(test_halfedge)
|
||||
add_vde_test(test_delaunay)
|
||||
add_vde_test(test_quality)
|
||||
add_vde_test(test_smooth)
|
||||
|
||||
@@ -0,0 +1,106 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include "vde/mesh/mesh_quality.h"
|
||||
#include "vde/mesh/halfedge_mesh.h"
|
||||
|
||||
using namespace vde::mesh;
|
||||
|
||||
TEST(MeshQualityTest, EquilateralTriangle_PerfectQuality) {
|
||||
HalfedgeMesh mesh;
|
||||
// Equilateral triangle side length ≈ 1.155 for area ≈ 0.577
|
||||
double h = std::sqrt(3.0) / 2.0;
|
||||
mesh.build_from_triangles(
|
||||
{Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(0.5, h, 0)},
|
||||
{{0, 1, 2}}
|
||||
);
|
||||
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
|
||||
// Equilateral triangle: all angles = 60°
|
||||
EXPECT_NEAR(q.min_angle_deg, 60.0, 1.0);
|
||||
EXPECT_NEAR(q.max_angle_deg, 60.0, 1.0);
|
||||
// Aspect ratio ~1 for equilateral
|
||||
EXPECT_NEAR(q.avg_aspect_ratio, 1.0, 0.1);
|
||||
EXPECT_EQ(q.degenerate_faces, 0u);
|
||||
}
|
||||
|
||||
TEST(MeshQualityTest, DegenerateTriangle_ZeroArea) {
|
||||
HalfedgeMesh mesh;
|
||||
// Collinear points → zero area
|
||||
mesh.build_from_triangles(
|
||||
{Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(2, 0, 0)},
|
||||
{{0, 1, 2}}
|
||||
);
|
||||
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
EXPECT_EQ(q.degenerate_faces, 1u);
|
||||
}
|
||||
|
||||
TEST(MeshQualityTest, ObtuseTriangle_LargeMaxAngle) {
|
||||
HalfedgeMesh mesh;
|
||||
// Very flat obtuse triangle: (0,0), (10,0), (0,0.1)
|
||||
mesh.build_from_triangles(
|
||||
{Point3D(0, 0, 0), Point3D(10, 0, 0), Point3D(0, 0.1, 0)},
|
||||
{{0, 1, 2}}
|
||||
);
|
||||
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
// Max angle should be very close to 180 (or at least > 90)
|
||||
EXPECT_GT(q.max_angle_deg, 90.0);
|
||||
// Min angle should be very small
|
||||
EXPECT_LT(q.min_angle_deg, 10.0);
|
||||
}
|
||||
|
||||
TEST(MeshQualityTest, RightTriangle) {
|
||||
HalfedgeMesh mesh;
|
||||
// 3-4-5 right triangle
|
||||
mesh.build_from_triangles(
|
||||
{Point3D(0, 0, 0), Point3D(3, 0, 0), Point3D(0, 4, 0)},
|
||||
{{0, 1, 2}}
|
||||
);
|
||||
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
// Right triangle: one angle ~90°, others ~36.87° and ~53.13°
|
||||
EXPECT_NEAR(q.max_angle_deg, 90.0, 2.0);
|
||||
EXPECT_GT(q.min_angle_deg, 30.0);
|
||||
EXPECT_EQ(q.degenerate_faces, 0u);
|
||||
}
|
||||
|
||||
TEST(MeshQualityTest, MultipleTriangles_Mixed) {
|
||||
HalfedgeMesh mesh;
|
||||
// Two triangles: one good, one degenerate
|
||||
double h = std::sqrt(3.0) / 2.0;
|
||||
mesh.build_from_triangles(
|
||||
{
|
||||
Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(0.5, h, 0), // equilateral
|
||||
Point3D(10, 0, 0), Point3D(11, 0, 0), Point3D(12, 0, 0), // degenerate
|
||||
},
|
||||
{{0, 1, 2}, {3, 4, 5}}
|
||||
);
|
||||
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
EXPECT_EQ(q.degenerate_faces, 1u);
|
||||
// Average aspect ratio should reflect the mix
|
||||
EXPECT_GT(q.avg_aspect_ratio, 1.0);
|
||||
}
|
||||
|
||||
TEST(MeshQualityTest, EmptyMesh) {
|
||||
HalfedgeMesh mesh;
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
EXPECT_EQ(q.degenerate_faces, 0u);
|
||||
// Default values for empty mesh
|
||||
EXPECT_DOUBLE_EQ(q.min_angle_deg, 0.0);
|
||||
EXPECT_DOUBLE_EQ(q.max_angle_deg, 0.0);
|
||||
}
|
||||
|
||||
TEST(MeshQualityTest, HighAspectRatioTriangle) {
|
||||
HalfedgeMesh mesh;
|
||||
// Very thin triangle
|
||||
mesh.build_from_triangles(
|
||||
{Point3D(0, 0, 0), Point3D(100, 0, 0), Point3D(0, 0.01, 0)},
|
||||
{{0, 1, 2}}
|
||||
);
|
||||
|
||||
auto q = evaluate_mesh_quality(mesh);
|
||||
// Aspect ratio should be very high
|
||||
EXPECT_GT(q.max_aspect_ratio, 10.0);
|
||||
}
|
||||
@@ -0,0 +1,158 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include "vde/mesh/mesh_smooth.h"
|
||||
#include "vde/mesh/halfedge_mesh.h"
|
||||
|
||||
using namespace vde::mesh;
|
||||
|
||||
// Helper: create a simple 4-vertex quad mesh (2 triangles)
|
||||
static HalfedgeMesh make_quad_mesh() {
|
||||
HalfedgeMesh mesh;
|
||||
// Quad with slight noise on one vertex
|
||||
mesh.build_from_triangles(
|
||||
{
|
||||
Point3D(0, 0, 0), Point3D(1, 0, 0),
|
||||
Point3D(1, 1, 0.5), // perturbed in Z
|
||||
Point3D(0, 1, 0),
|
||||
},
|
||||
{{0, 1, 2}, {0, 2, 3}}
|
||||
);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, LaplacianSmooth_ReducesNoise) {
|
||||
HalfedgeMesh mesh = make_quad_mesh();
|
||||
|
||||
// Original: vertex 2 has Z = 0.5 perturbation
|
||||
EXPECT_NEAR(mesh.vertex(2).z(), 0.5, 1e-6);
|
||||
|
||||
SmoothOptions opts;
|
||||
opts.method = SmoothMethod::Laplacian;
|
||||
opts.iterations = 5;
|
||||
opts.lambda = 0.5;
|
||||
|
||||
HalfedgeMesh smoothed = smooth_mesh(mesh, opts);
|
||||
|
||||
// After smoothing, the noise should be reduced
|
||||
// Vertex 2 Z should be closer to 0 (the Laplacian average)
|
||||
EXPECT_LT(std::abs(smoothed.vertex(2).z()), 0.5);
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, LaplacianNoop_FlatMesh) {
|
||||
HalfedgeMesh mesh;
|
||||
mesh.build_from_triangles(
|
||||
{
|
||||
Point3D(0, 0, 0), Point3D(1, 0, 0),
|
||||
Point3D(1, 1, 0), Point3D(0, 1, 0),
|
||||
},
|
||||
{{0, 1, 2}, {0, 2, 3}}
|
||||
);
|
||||
|
||||
SmoothOptions opts;
|
||||
opts.method = SmoothMethod::Laplacian;
|
||||
opts.iterations = 3;
|
||||
opts.lambda = 0.5;
|
||||
|
||||
HalfedgeMesh smoothed = smooth_mesh(mesh, opts);
|
||||
|
||||
// Flat mesh should remain flat
|
||||
for (size_t i = 0; i < smoothed.num_vertices(); ++i) {
|
||||
EXPECT_NEAR(smoothed.vertex(i).z(), 0.0, 1e-9);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, TaubinPreservesVolume) {
|
||||
HalfedgeMesh mesh = make_quad_mesh();
|
||||
|
||||
// Compute original bounding box volume
|
||||
auto original_bounds = mesh.bounds();
|
||||
double original_volume = original_bounds.volume();
|
||||
|
||||
SmoothOptions opts;
|
||||
opts.method = SmoothMethod::Taubin;
|
||||
opts.lambda = 0.5;
|
||||
opts.mu = -0.53;
|
||||
opts.iterations = 5;
|
||||
|
||||
HalfedgeMesh smoothed = smooth_mesh(mesh, opts);
|
||||
auto smoothed_bounds = smoothed.bounds();
|
||||
double smoothed_volume = smoothed_bounds.volume();
|
||||
|
||||
// Taubin should better preserve volume than pure Laplacian
|
||||
// Volume change should be reasonable (not shrinking to 0)
|
||||
EXPECT_GT(smoothed_volume, 0.0);
|
||||
|
||||
// Noise reduction: vertex 2 Z should be smoothed
|
||||
EXPECT_LT(std::abs(smoothed.vertex(2).z()), 0.5);
|
||||
|
||||
// Volume change ratio should be reasonable (< 50% change)
|
||||
double ratio = std::abs(smoothed_volume - original_volume) / std::max(original_volume, 1e-9);
|
||||
EXPECT_LT(ratio, 0.5);
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, DefaultOptions) {
|
||||
HalfedgeMesh mesh = make_quad_mesh();
|
||||
|
||||
// Default options: Laplacian, 10 iterations, lambda=0.5
|
||||
HalfedgeMesh smoothed = smooth_mesh(mesh);
|
||||
|
||||
EXPECT_EQ(smoothed.num_vertices(), mesh.num_vertices());
|
||||
EXPECT_EQ(smoothed.num_faces(), mesh.num_faces());
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, DifferentIterationCounts) {
|
||||
HalfedgeMesh mesh = make_quad_mesh();
|
||||
double original_z = mesh.vertex(2).z();
|
||||
|
||||
SmoothOptions opts_few;
|
||||
opts_few.method = SmoothMethod::Laplacian;
|
||||
opts_few.iterations = 1;
|
||||
opts_few.lambda = 0.5;
|
||||
HalfedgeMesh smooth_1 = smooth_mesh(mesh, opts_few);
|
||||
|
||||
SmoothOptions opts_many;
|
||||
opts_many.method = SmoothMethod::Laplacian;
|
||||
opts_many.iterations = 20;
|
||||
opts_many.lambda = 0.5;
|
||||
HalfedgeMesh smooth_20 = smooth_mesh(mesh, opts_many);
|
||||
|
||||
// More iterations → more smoothing (vertex 2 Z closer to 0)
|
||||
double delta_1 = std::abs(smooth_1.vertex(2).z() - 0.0);
|
||||
double delta_20 = std::abs(smooth_20.vertex(2).z() - 0.0);
|
||||
// 20 iterations should smooth more than 1
|
||||
EXPECT_LE(delta_20, delta_1 + 1e-6);
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, SingleTriangleUnaffected) {
|
||||
// Single triangle: smoothing has no effect (all vertices are boundary)
|
||||
HalfedgeMesh mesh;
|
||||
mesh.build_from_triangles(
|
||||
{Point3D(0, 0, 2), Point3D(1, 0, 0), Point3D(0, 1, 0)},
|
||||
{{0, 1, 2}}
|
||||
);
|
||||
|
||||
SmoothOptions opts;
|
||||
opts.method = SmoothMethod::Laplacian;
|
||||
opts.iterations = 5;
|
||||
opts.lambda = 0.5;
|
||||
|
||||
HalfedgeMesh smoothed = smooth_mesh(mesh, opts);
|
||||
|
||||
// Single triangle: topological boundary, so minimal change expected
|
||||
// But implementation might still move vertices
|
||||
EXPECT_EQ(smoothed.num_vertices(), 3u);
|
||||
EXPECT_EQ(smoothed.num_faces(), 1u);
|
||||
}
|
||||
|
||||
TEST(MeshSmoothTest, ZeroIterations) {
|
||||
HalfedgeMesh mesh = make_quad_mesh();
|
||||
|
||||
SmoothOptions opts;
|
||||
opts.iterations = 0;
|
||||
|
||||
HalfedgeMesh smoothed = smooth_mesh(mesh, opts);
|
||||
|
||||
// Zero iterations → mesh unchanged
|
||||
for (size_t i = 0; i < mesh.num_vertices(); ++i) {
|
||||
EXPECT_NEAR((smoothed.vertex(i) - mesh.vertex(i)).norm(), 0.0, 1e-9);
|
||||
}
|
||||
}
|
||||
@@ -1 +1,2 @@
|
||||
add_vde_test(test_bvh)
|
||||
add_vde_test(test_r_tree)
|
||||
|
||||
@@ -0,0 +1,126 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include "vde/spatial/r_tree.h"
|
||||
#include "vde/core/aabb.h"
|
||||
|
||||
using namespace vde::spatial;
|
||||
using namespace vde::core;
|
||||
|
||||
// A simple wrapper to satisfy the RTree template
|
||||
namespace {
|
||||
struct Point3DWithId {
|
||||
Point3D p;
|
||||
int id;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
// Instantiate the RTree for Point3D (items are point-based)
|
||||
// RTree stores items and computes their AABBs
|
||||
// For testing we use Point3D items directly
|
||||
|
||||
TEST(RTreeTest, BuildEmpty) {
|
||||
RTree<Point3D> tree;
|
||||
tree.build({});
|
||||
EXPECT_EQ(tree.size(), 0u);
|
||||
}
|
||||
|
||||
TEST(RTreeTest, BuildSinglePoint) {
|
||||
RTree<Point3D> tree;
|
||||
tree.build({Point3D(1, 2, 3)});
|
||||
EXPECT_EQ(tree.size(), 1u);
|
||||
}
|
||||
|
||||
TEST(RTreeTest, BuildAndRangeQuery) {
|
||||
RTree<Point3D> tree;
|
||||
std::vector<Point3D> points = {
|
||||
{0, 0, 0}, {1, 0, 0}, {0, 1, 0}, {1, 1, 0},
|
||||
{5, 5, 0}, {6, 5, 0}, {5, 6, 0}, {6, 6, 0},
|
||||
};
|
||||
tree.build(points);
|
||||
|
||||
// Query: range covering the first cluster (0,0)-(2,2)
|
||||
AABB3D range(Point3D(-0.5, -0.5, -0.5), Point3D(2.5, 2.5, 0.5));
|
||||
auto results = tree.query_range(range);
|
||||
EXPECT_EQ(results.size(), 4u); // 4 points in first cluster
|
||||
}
|
||||
|
||||
TEST(RTreeTest, RangeQueryEmpty) {
|
||||
RTree<Point3D> tree;
|
||||
tree.build({Point3D(0, 0, 0), Point3D(1, 1, 1)});
|
||||
|
||||
AABB3D far(Point3D(10, 10, 10), Point3D(20, 20, 20));
|
||||
auto results = tree.query_range(far);
|
||||
EXPECT_TRUE(results.empty());
|
||||
}
|
||||
|
||||
TEST(RTreeTest, KNNQuery) {
|
||||
RTree<Point3D> tree;
|
||||
tree.build({
|
||||
{0, 0, 0}, {10, 0, 0}, {0, 10, 0}, {10, 10, 0},
|
||||
});
|
||||
|
||||
auto nearest = tree.query_knn(Point3D(1, 0, 0), 1);
|
||||
ASSERT_EQ(nearest.size(), 1u);
|
||||
EXPECT_NEAR(nearest[0].x(), 0.0, 1e-6);
|
||||
EXPECT_NEAR(nearest[0].y(), 0.0, 1e-6);
|
||||
|
||||
auto two_nearest = tree.query_knn(Point3D(0, 0, 0), 2);
|
||||
EXPECT_EQ(two_nearest.size(), 2u);
|
||||
}
|
||||
|
||||
TEST(RTreeTest, KNNQuery_MoreThanStored) {
|
||||
RTree<Point3D> tree;
|
||||
tree.build({Point3D(1, 2, 3), Point3D(4, 5, 6)});
|
||||
|
||||
auto results = tree.query_knn(Point3D(0, 0, 0), 10);
|
||||
EXPECT_EQ(results.size(), 2u); // Only 2 items stored
|
||||
}
|
||||
|
||||
TEST(RTreeTest, RayQuery) {
|
||||
RTree<Point3D> tree;
|
||||
std::vector<Point3D> points;
|
||||
for (int x = 0; x < 5; ++x)
|
||||
for (int y = 0; y < 5; ++y)
|
||||
points.push_back(Point3D(x, y, 0));
|
||||
tree.build(points);
|
||||
|
||||
// Ray along X-axis at y=0, z=0 should hit points with y≈0
|
||||
Ray3Dd ray(Point3D(-1, 0, 0), Vector3D(1, 0, 0));
|
||||
auto hits = tree.query_ray(ray);
|
||||
EXPECT_GT(hits.size(), 0u);
|
||||
}
|
||||
|
||||
TEST(RTreeTest, InsertAndRemove) {
|
||||
RTree<Point3D> tree;
|
||||
tree.insert(Point3D(0, 0, 0));
|
||||
EXPECT_EQ(tree.size(), 1u);
|
||||
|
||||
tree.insert(Point3D(1, 1, 1));
|
||||
EXPECT_EQ(tree.size(), 2u);
|
||||
|
||||
bool removed = tree.remove(Point3D(1, 1, 1));
|
||||
EXPECT_TRUE(removed);
|
||||
EXPECT_EQ(tree.size(), 1u);
|
||||
}
|
||||
|
||||
TEST(RTreeTest, RemoveNonExistent) {
|
||||
RTree<Point3D> tree;
|
||||
tree.insert(Point3D(0, 0, 0));
|
||||
bool removed = tree.remove(Point3D(9, 9, 9));
|
||||
EXPECT_FALSE(removed);
|
||||
EXPECT_EQ(tree.size(), 1u);
|
||||
}
|
||||
|
||||
TEST(RTreeTest, Clear) {
|
||||
RTree<Point3D> tree;
|
||||
tree.build({
|
||||
{0, 0, 0}, {1, 0, 0}, {0, 1, 0},
|
||||
});
|
||||
EXPECT_EQ(tree.size(), 3u);
|
||||
|
||||
tree.clear();
|
||||
EXPECT_EQ(tree.size(), 0u);
|
||||
|
||||
// After clear, queries should return empty
|
||||
AABB3D all(Point3D(-1, -1, -1), Point3D(10, 10, 10));
|
||||
EXPECT_TRUE(tree.query_range(all).empty());
|
||||
}
|
||||
Reference in New Issue
Block a user