#include #include #include namespace { class OpenMeshNormals : public OpenMeshBase { protected: // This function is called before each test is run virtual void SetUp() { } // This function is called after all tests are through virtual void TearDown() { // Do some final stuff with the member data here... } // Member already defined in OpenMeshBase //Mesh mesh_; }; class OpenMeshNormalsPolyMesh : public OpenMeshBasePoly { protected: // This function is called before each test is run virtual void SetUp() { // Do some initial stuff with the member data here... } // This function is called after all tests are through virtual void TearDown() { // Do some final stuff with the member data here... } // Member already defined in OpenMeshBase //Mesh mesh_; }; /* * ==================================================================== * Define tests below * ==================================================================== */ /* * Update normals on a single triangle */ TEST_F(OpenMeshNormals, NormalCalculationSingleFaceTriMesh) { mesh_.clear(); // Add some vertices Mesh::VertexHandle vhandle[4]; vhandle[0] = mesh_.add_vertex(Mesh::Point(0, 1, 0)); vhandle[1] = mesh_.add_vertex(Mesh::Point(0, 0, 0)); vhandle[2] = mesh_.add_vertex(Mesh::Point(1, 0, 0)); std::vector face_vhandles; face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[2]); Mesh::FaceHandle fh = mesh_.add_face(face_vhandles); mesh_.request_vertex_normals(); mesh_.request_halfedge_normals(); mesh_.request_face_normals(); mesh_.update_normals(); EXPECT_EQ( mesh_.normal(fh)[0] ,0.0f ); EXPECT_EQ( mesh_.normal(fh)[1] ,0.0f ); EXPECT_EQ( mesh_.normal(fh)[2] ,1.0f ); } /* * Update normals on a single triangle */ TEST_F(OpenMeshNormalsPolyMesh, NormalCalculationSingleFacePolyMesh) { mesh_.clear(); // Add some vertices PolyMesh::VertexHandle vhandle[4]; vhandle[0] = mesh_.add_vertex(PolyMesh::Point(0, 1, 0)); vhandle[1] = mesh_.add_vertex(PolyMesh::Point(0, 0, 0)); vhandle[2] = mesh_.add_vertex(PolyMesh::Point(1, 0, 0)); std::vector face_vhandles; face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[2]); PolyMesh::FaceHandle fh = mesh_.add_face(face_vhandles); mesh_.request_vertex_normals(); mesh_.request_halfedge_normals(); mesh_.request_face_normals(); mesh_.update_normals(); EXPECT_EQ( mesh_.normal(fh)[0] ,0.0f ); EXPECT_EQ( mesh_.normal(fh)[1] ,0.0f ); EXPECT_EQ( mesh_.normal(fh)[2] ,1.0f ); } /* * Collapsing a tetrahedron */ TEST_F(OpenMeshNormals, NormalCalculations) { mesh_.clear(); // Add some vertices Mesh::VertexHandle vhandle[4]; vhandle[0] = mesh_.add_vertex(Mesh::Point(0, 0, 0)); vhandle[1] = mesh_.add_vertex(Mesh::Point(0, 1, 0)); vhandle[2] = mesh_.add_vertex(Mesh::Point(1, 1, 0)); vhandle[3] = mesh_.add_vertex(Mesh::Point(0, 0, 1)); // Add four faces std::vector face_vhandles; face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[2]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[3]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[0]); mesh_.add_face(face_vhandles); // =============================================== // Setup complete // =============================================== // Check one Request only vertex normals // Face normals are required for vertex and halfedge normals, so // that prevent access to non existing properties are in place mesh_.request_vertex_normals(); mesh_.request_halfedge_normals(); // Check blocks mesh_.update_normals(); // Request required face normals mesh_.request_face_normals(); // Automatically compute all normals // As only vertex normals are requested and no face normals, this will compute nothing. mesh_.update_normals(); // Face normals alone mesh_.update_face_normals(); // Vertex normals alone (require valid face normals) mesh_.update_vertex_normals(); // Halfedge normals alone (require valid face normals) mesh_.update_halfedge_normals(); } TEST_F(OpenMeshNormals, NormalCalculations_calc_vertex_normal_fast) { mesh_.clear(); // Add some vertices Mesh::VertexHandle vhandle[4]; vhandle[0] = mesh_.add_vertex(Mesh::Point(0, 0, 0)); vhandle[1] = mesh_.add_vertex(Mesh::Point(0, 1, 0)); vhandle[2] = mesh_.add_vertex(Mesh::Point(1, 1, 0)); vhandle[3] = mesh_.add_vertex(Mesh::Point(0, 0, 1)); // Add four faces std::vector face_vhandles; face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[2]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[3]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[0]); mesh_.add_face(face_vhandles); // =============================================== // Setup complete // =============================================== mesh_.request_vertex_normals(); mesh_.request_halfedge_normals(); mesh_.request_face_normals(); Mesh::Normal normal; mesh_.calc_vertex_normal_fast(vhandle[2],normal); } TEST_F(OpenMeshNormals, NormalCalculations_calc_vertex_normal_correct) { mesh_.clear(); // Add some vertices Mesh::VertexHandle vhandle[4]; vhandle[0] = mesh_.add_vertex(Mesh::Point(0, 0, 0)); vhandle[1] = mesh_.add_vertex(Mesh::Point(0, 1, 0)); vhandle[2] = mesh_.add_vertex(Mesh::Point(1, 1, 0)); vhandle[3] = mesh_.add_vertex(Mesh::Point(0, 0, 1)); // Add four faces std::vector face_vhandles; face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[2]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[3]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[0]); mesh_.add_face(face_vhandles); // =============================================== // Setup complete // =============================================== mesh_.request_vertex_normals(); mesh_.request_halfedge_normals(); mesh_.request_face_normals(); Mesh::Normal normal; mesh_.calc_vertex_normal_correct(vhandle[2],normal); } TEST_F(OpenMeshNormals, NormalCalculations_calc_vertex_normal_loop) { mesh_.clear(); // Add some vertices Mesh::VertexHandle vhandle[4]; vhandle[0] = mesh_.add_vertex(Mesh::Point(0, 0, 0)); vhandle[1] = mesh_.add_vertex(Mesh::Point(0, 1, 0)); vhandle[2] = mesh_.add_vertex(Mesh::Point(1, 1, 0)); vhandle[3] = mesh_.add_vertex(Mesh::Point(0, 0, 1)); // Add four faces std::vector face_vhandles; face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[2]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[0]); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[2]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[3]); mesh_.add_face(face_vhandles); face_vhandles.clear(); face_vhandles.push_back(vhandle[3]); face_vhandles.push_back(vhandle[1]); face_vhandles.push_back(vhandle[0]); mesh_.add_face(face_vhandles); // =============================================== // Setup complete // =============================================== mesh_.request_vertex_normals(); mesh_.request_halfedge_normals(); mesh_.request_face_normals(); Mesh::Normal normal; mesh_.calc_vertex_normal_loop(vhandle[2],normal); } }