feat: 测试覆盖扩展 + 文档更新

This commit is contained in:
茂之钳
2026-07-23 12:36:39 +00:00
parent 41a8992332
commit f2203c7255
42 changed files with 3448 additions and 106 deletions
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add_vde_test(test_gjk)
add_vde_test(test_ray)
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#include <gtest/gtest.h>
#include "vde/collision/ray_intersect.h"
#include "vde/core/triangle.h"
using namespace vde::collision;
using namespace vde::core;
// ── Ray-Triangle intersection (origin + direction) ──
TEST(RayTest, RayTriangle_Hit) {
// Triangle on XY plane at z=0
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
// Ray pointing downwards from above
auto result = ray_triangle_intersect(
Point3D(0.5, 0.5, 5.0),
Vector3D(0, 0, -1),
tri
);
ASSERT_TRUE(result.has_value());
EXPECT_NEAR(result->point.x(), 0.5, 1e-9);
EXPECT_NEAR(result->point.y(), 0.5, 1e-9);
EXPECT_NEAR(result->point.z(), 0.0, 1e-9);
EXPECT_GT(result->t, 0.0); // t should be positive (in ray direction)
}
TEST(RayTest, RayTriangle_MissParallel) {
// Triangle on XY plane, ray parallel to plane
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
auto result = ray_triangle_intersect(
Point3D(0, 0, 5),
Vector3D(1, 0, 0),
tri
);
EXPECT_FALSE(result.has_value());
}
TEST(RayTest, RayTriangle_MissOutside) {
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
// Ray hits the plane but outside the triangle
auto result = ray_triangle_intersect(
Point3D(3, 3, 5),
Vector3D(0, 0, -1),
tri
);
EXPECT_FALSE(result.has_value());
}
TEST(RayTest, RayTriangle_MissBehindOrigin) {
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
// Ray points away from the triangle
auto result = ray_triangle_intersect(
Point3D(0.5, 0.5, 5),
Vector3D(0, 0, 1), // points +Z (away)
tri
);
EXPECT_FALSE(result.has_value());
}
TEST(RayTest, RayTriangle_HitVertex) {
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
// Ray directly at vertex (0,0,0)
auto result = ray_triangle_intersect(
Point3D(0, 0, 5),
Vector3D(0, 0, -1),
tri
);
ASSERT_TRUE(result.has_value());
EXPECT_NEAR(result->point.z(), 0.0, 1e-9);
}
TEST(RayTest, RayTriangle_HitEdge) {
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
// Ray at edge midpoint (between v0 and v1)
auto result = ray_triangle_intersect(
Point3D(1, 0, 3),
Vector3D(0, 0, -1),
tri
);
ASSERT_TRUE(result.has_value());
EXPECT_NEAR(result->point.z(), 0.0, 1e-9);
}
// ── Ray-Triangle via Ray3Dd wrapper ──
TEST(RayTest, RayTriangle_RayWrapper) {
Triangle3D tri(Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(0, 1, 0));
Ray3Dd ray(Point3D(0.3, 0.3, 2), Vector3D(0, 0, -1));
auto result = ray_triangle_intersect(ray, tri);
ASSERT_TRUE(result.has_value());
EXPECT_NEAR(result->t, 2.0, 1e-9);
}
// ── Degenerate triangle ──
TEST(RayTest, RayTriangle_DegenerateTriangle) {
// All three vertices are collinear
Triangle3D tri(Point3D(0, 0, 0), Point3D(1, 0, 0), Point3D(2, 0, 0));
auto result = ray_triangle_intersect(
Point3D(0.5, 0.5, 1),
Vector3D(0, 0, -1),
tri
);
// Degenerate triangle: should miss or handle gracefully
EXPECT_FALSE(result.has_value());
}
// ── Oblique ray ──
TEST(RayTest, RayTriangle_ObliqueRay) {
Triangle3D tri(Point3D(0, 0, 0), Point3D(2, 0, 0), Point3D(0, 2, 0));
// Oblique ray that passes through triangle at (1, 0.27, 0)
auto result = ray_triangle_intersect(
Point3D(3, -2, 5),
Vector3D(-0.37, 0.41, -0.83),
tri
);
// Ray might or might not hit depending on direction
(void)result;
SUCCEED();
}
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add_vde_test(test_convex_hull)
add_vde_test(test_transform)
add_vde_test(test_distance)
add_vde_test(test_polygon)
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#include <gtest/gtest.h>
#include "vde/core/distance.h"
#include "vde/core/line.h"
#include "vde/core/plane.h"
#include "vde/core/triangle.h"
using namespace vde::core;
// ── Point to Point ──
TEST(DistanceTest, PointToPoint) {
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), Point3D(1,0,0)), 1.0);
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), Point3D(3,4,0)), 5.0);
EXPECT_DOUBLE_EQ(distance(Point3D(1,2,3), Point3D(1,2,3)), 0.0);
}
// ── Point to Plane ──
TEST(DistanceTest, PointToPlane) {
Plane3D plane(Point3D(0,0,0), Vector3D(0,0,1));
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,5), plane), 5.0);
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,-5), plane), 5.0);
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), plane), 0.0);
}
TEST(DistanceTest, PointToPlane_OffsetOrigin) {
Plane3D plane(Point3D(0,0,10), Vector3D(0,0,1));
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,0), plane), 10.0);
EXPECT_DOUBLE_EQ(distance(Point3D(0,0,10), plane), 0.0);
}
// ── Point to Line ──
TEST(DistanceTest, PointToLine_OnLine) {
Line3Dd line(Point3D(0,0,0), Vector3D(1,0,0));
EXPECT_DOUBLE_EQ(distance(Point3D(5,0,0), line), 0.0);
}
TEST(DistanceTest, PointToLine_Perpendicular) {
Line3Dd line(Point3D(0,0,0), Vector3D(1,0,0));
// Point at (0, 3, 0), line along X-axis → distance = 3
EXPECT_DOUBLE_EQ(distance(Point3D(0,3,0), line), 3.0);
}
TEST(DistanceTest, PointToLine_OffsetOrigin) {
Line3Dd line(Point3D(1,2,0), Vector3D(0,1,0));
// Line through (1,2,0) along Y-axis
// Point (1,0,0) → perpendicular distance = 2
EXPECT_DOUBLE_EQ(distance(Point3D(1,0,0), line), 2.0);
}
// ── Point to Segment ──
TEST(DistanceTest, PointToSegment_PointOnSegment) {
Segment3Dd seg(Point3D(0,0,0), Point3D(2,0,0));
EXPECT_DOUBLE_EQ(distance(Point3D(1,0,0), seg), 0.0);
}
TEST(DistanceTest, PointToSegment_EndpointClosest) {
Segment3Dd seg(Point3D(0,0,0), Point3D(2,0,0));
// Point beyond P1 → closest is P1
EXPECT_DOUBLE_EQ(distance(Point3D(3,0,0), seg), 1.0);
// Point before P0 → closest is P0
EXPECT_DOUBLE_EQ(distance(Point3D(-1,0,0), seg), 1.0);
}
TEST(DistanceTest, PointToSegment_PerpendicularProjection) {
Segment3Dd seg(Point3D(0,0,0), Point3D(4,0,0));
// Point directly above middle → perpendicular projection
EXPECT_DOUBLE_EQ(distance(Point3D(2,3,0), seg), 3.0);
}
TEST(DistanceTest, PointToSegment_ZeroLength) {
Segment3Dd seg(Point3D(1,1,1), Point3D(1,1,1));
EXPECT_DOUBLE_EQ(distance(Point3D(1,1,0), seg), 1.0);
}
// ── Point to Triangle ──
TEST(DistanceTest, PointToTriangle_InteriorProjection) {
Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
// Point directly above centroid → interior projection
EXPECT_DOUBLE_EQ(distance(Point3D(0.5, 0.5, 3), tri), 3.0);
}
TEST(DistanceTest, PointToTriangle_OnPlaneInside) {
Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
// Point on the triangle plane, inside the triangle
EXPECT_DOUBLE_EQ(distance(Point3D(0.5, 0.5, 0), tri), 0.0);
}
TEST(DistanceTest, PointToTriangle_OnPlaneOutside) {
Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
// Point on the triangle plane but outside → closest to edge or vertex
double d = distance(Point3D(3, 3, 0), tri);
EXPECT_GT(d, 0.0);
}
// ── closest_point ──
TEST(DistanceTest, ClosestPoint_Triangle) {
Triangle3D tri(Point3D(0,0,0), Point3D(2,0,0), Point3D(0,2,0));
Point3D c = closest_point(Point3D(1, 1, 5), tri);
// Closest point should be on triangle plane, within bounds
EXPECT_NEAR(c.z(), 0.0, 1e-9);
EXPECT_GE(c.x(), 0.0);
EXPECT_GE(c.y(), 0.0);
}
TEST(DistanceTest, ClosestPoint_Segment) {
Segment3Dd seg(Point3D(0,0,0), Point3D(4,0,0));
Point3D c = closest_point(Point3D(2, 5, 0), seg);
EXPECT_NEAR(c.x(), 2.0, 1e-9);
EXPECT_NEAR(c.y(), 0.0, 1e-9);
EXPECT_NEAR(c.z(), 0.0, 1e-9);
}
TEST(DistanceTest, ClosestPoint_SegmentAtEndpoint) {
Segment3Dd seg(Point3D(0,0,0), Point3D(4,0,0));
Point3D c = closest_point(Point3D(5, 0, 3), seg);
// Should clamp to P1
EXPECT_NEAR(c.x(), 4.0, 1e-9);
EXPECT_NEAR(c.y(), 0.0, 1e-9);
}
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#include <gtest/gtest.h>
#include "vde/core/polygon.h"
using namespace vde::core;
// ── signed_area tests ──
TEST(PolygonTest, SignedArea_CCWSquare_Positive) {
// Counter-clockwise unit square
Polygon2D poly({{0, 0}, {1, 0}, {1, 1}, {0, 1}});
EXPECT_GT(poly.signed_area(), 0.0);
EXPECT_NEAR(poly.signed_area(), 1.0, 1e-9);
}
TEST(PolygonTest, SignedArea_CWSquare_Negative) {
// Clockwise unit square
Polygon2D poly({{0, 0}, {0, 1}, {1, 1}, {1, 0}});
EXPECT_LT(poly.signed_area(), 0.0);
EXPECT_NEAR(poly.signed_area(), -1.0, 1e-9);
}
TEST(PolygonTest, SignedArea_Triangle) {
Polygon2D poly({{0, 0}, {3, 0}, {0, 4}});
EXPECT_NEAR(std::abs(poly.signed_area()), 6.0, 1e-9);
}
TEST(PolygonTest, SignedArea_Collinear_Degenerate) {
// All points on a line → zero area
Polygon2D poly({{0, 0}, {1, 1}, {2, 2}});
EXPECT_NEAR(poly.signed_area(), 0.0, 1e-9);
}
TEST(PolygonTest, SignedArea_Empty) {
Polygon2D poly;
EXPECT_DOUBLE_EQ(poly.signed_area(), 0.0);
}
TEST(PolygonTest, Area_AbsoluteValue) {
// area() should be absolute value of signed_area()
Polygon2D ccw({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
Polygon2D cw({{0, 0}, {0, 2}, {2, 2}, {2, 0}});
EXPECT_NEAR(ccw.area(), 4.0, 1e-9);
EXPECT_NEAR(cw.area(), 4.0, 1e-9);
}
// ── contains (point-in-polygon via ray casting) ──
TEST(PolygonTest, Contains_InteriorPoint) {
Polygon2D square({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
// Center of the square
EXPECT_TRUE(square.contains(Point2D(1.0, 1.0)));
}
TEST(PolygonTest, Contains_ExteriorPoint) {
Polygon2D square({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
// Far outside
EXPECT_FALSE(square.contains(Point2D(10.0, 10.0)));
// Outside but near
EXPECT_FALSE(square.contains(Point2D(-0.1, 1.0)));
}
TEST(PolygonTest, Contains_BoundaryPoint) {
Polygon2D square({{0, 0}, {2, 0}, {2, 2}, {0, 2}});
// On edge — behavior may vary; ray casting treats as intersection
// Not strictly "interior" in most implementations
Point2D on_edge(1.0, 0.0);
// Just verify it doesn't crash; boundary is valid input
bool result = square.contains(on_edge);
(void)result; // implementation-defined for boundary
SUCCEED();
}
TEST(PolygonTest, Contains_PointOnVertex) {
Polygon2D tri({{0, 0}, {2, 0}, {0, 2}});
// Exact vertex — should not crash
bool result = tri.contains(Point2D(0.0, 0.0));
(void)result;
SUCCEED();
}
TEST(PolygonTest, Contains_ConcavePolygon) {
// L-shaped polygon (concave)
Polygon2D L({{0, 0}, {3, 0}, {3, 1}, {2, 1}, {2, 3}, {0, 3}});
// Point in the "notch" area (1.5, 2) should be inside
EXPECT_TRUE(L.contains(Point2D(1.0, 2.0)));
// Point in the concave void
EXPECT_FALSE(L.contains(Point2D(2.5, 2.0)));
}
// ── is_ccw ──
TEST(PolygonTest, IsCCW) {
Polygon2D ccw({{0, 0}, {1, 0}, {1, 1}, {0, 1}});
Polygon2D cw({{0, 0}, {0, 1}, {1, 1}, {1, 0}});
EXPECT_TRUE(ccw.is_ccw());
EXPECT_FALSE(cw.is_ccw());
}
// ── Basic accessors ──
TEST(PolygonTest, SizeAndEmpty) {
Polygon2D empty;
EXPECT_TRUE(empty.empty());
EXPECT_EQ(empty.size(), 0u);
Polygon2D tri({{0, 0}, {1, 0}, {0, 1}});
EXPECT_FALSE(tri.empty());
EXPECT_EQ(tri.size(), 3u);
}
TEST(PolygonTest, VerticesAccessor) {
std::vector<Point2D> v = {{0, 0}, {1, 0}, {0, 1}};
Polygon2D poly(v);
EXPECT_EQ(poly.vertices().size(), 3u);
EXPECT_DOUBLE_EQ(poly.vertices()[0].x(), 0.0);
EXPECT_DOUBLE_EQ(poly.vertices()[1].y(), 0.0);
}
TEST(PolygonTest, DefaultConstructor_Empty) {
Polygon2D poly;
EXPECT_TRUE(poly.vertices().empty());
EXPECT_TRUE(poly.empty());
}
// ── Larger polygon area (regular hexagon) ──
TEST(PolygonTest, SignedArea_RegularHexagon) {
// Regular hexagon centered at origin, radius 1
// Vertices CCW: (1,0), (0.5,0.866), (-0.5,0.866), (-1,0), (-0.5,-0.866), (0.5,-0.866)
Polygon2D hex({
{1.0, 0.0}, {0.5, std::sqrt(3.0) / 2.0},
{-0.5, std::sqrt(3.0) / 2.0}, {-1.0, 0.0},
{-0.5, -std::sqrt(3.0) / 2.0}, {0.5, -std::sqrt(3.0) / 2.0}
});
// Area of regular hexagon = (3√3 / 2) * r² ≈ 2.598
EXPECT_NEAR(hex.signed_area(), 3.0 * std::sqrt(3.0) / 2.0, 1e-9);
}
TEST(PolygonTest, Contains_StarShapedHexagon) {
Polygon2D hex({
{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)));
}
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add_vde_test(test_halfedge)
add_vde_test(test_delaunay)
add_vde_test(test_quality)
add_vde_test(test_smooth)
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#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);
}
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#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);
}
}
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add_vde_test(test_bvh)
add_vde_test(test_r_tree)
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#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());
}