/* * tesselation_boundarytriangleunittest.cpp * * Created on: Jan 13, 2010 * Author: heber */ using namespace std; #include #include #include #include #include "defs.hpp" #include "tesselation.hpp" #include "tesselation_boundarytriangleunittest.hpp" #ifdef HAVE_TESTRUNNER #include "UnitTestMain.hpp" #endif /*HAVE_TESTRUNNER*/ #define SPHERERADIUS 2. /********************************************** Test classes **************************************/ // Registers the fixture into the 'registry' CPPUNIT_TEST_SUITE_REGISTRATION( TesselationBoundaryTriangleTest ); void TesselationBoundaryTriangleTest::setUp() { setVerbosity(5); // create nodes tesselpoints[0] = new TesselPoint; tesselpoints[0]->node = new Vector(0., 0., 0.); tesselpoints[0]->setName("1"); tesselpoints[0]->nr = 1; points[0] = new BoundaryPointSet(tesselpoints[0]); tesselpoints[1] = new TesselPoint; tesselpoints[1]->node = new Vector(0., 1., 0.); tesselpoints[1]->setName("2"); tesselpoints[1]->nr = 2; points[1] = new BoundaryPointSet(tesselpoints[1]); tesselpoints[2] = new TesselPoint; tesselpoints[2]->node = new Vector(1., 0., 0.); tesselpoints[2]->setName("3"); tesselpoints[2]->nr = 3; points[2] = new BoundaryPointSet(tesselpoints[2] ); // create line lines[0] = new BoundaryLineSet(points[0], points[1], 0); lines[1] = new BoundaryLineSet(points[1], points[2], 1); lines[2] = new BoundaryLineSet(points[0], points[2], 2); // create triangle triangle = new BoundaryTriangleSet(lines, 0); triangle->GetNormalVector(Vector(0.,0.,1.)); }; void TesselationBoundaryTriangleTest::tearDown() { delete(triangle); for (int i=0;i<3;++i) { // TesselPoint does not delete its vector as it only got a reference delete tesselpoints[i]->node; delete tesselpoints[i]; } logger::purgeInstance(); errorLogger::purgeInstance(); }; /** UnitTest for Tesselation::IsInnerPoint() */ void TesselationBoundaryTriangleTest::GetClosestPointOnPlaneTest() { Vector TestIntersection; Vector Point; // simple test on y line Point = Vector(-1.,0.5,0.); CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(-4.,0.5,0.); CPPUNIT_ASSERT_EQUAL( 16., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on x line Point = Vector(0.5,-1.,0.); CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(0.5,-6.,0.); CPPUNIT_ASSERT_EQUAL( 36., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on slanted line Point = Vector(1.,1.,0.); CPPUNIT_ASSERT_EQUAL( 0.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(5.,5.,0.); CPPUNIT_ASSERT_EQUAL( 40.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on first node Point = Vector(-1.,-1.,0.); CPPUNIT_ASSERT_EQUAL( 2., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on second node Point = Vector(0.,2.,0.); CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,1.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on third node Point = Vector(2.,0.,0.); CPPUNIT_ASSERT_EQUAL( 1., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(1.,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); }; /** UnitTest for Tesselation::IsInnerPoint() */ void TesselationBoundaryTriangleTest::GetClosestPointOffPlaneTest() { Vector TestIntersection; Vector Point; // straight down/up Point = Vector(1./3.,1./3.,+5.); CPPUNIT_ASSERT_EQUAL( 25. , triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(1./3.,1./3.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(1./3.,1./3.,-5.); CPPUNIT_ASSERT_EQUAL( 25. , triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(1./3.,1./3.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on y line Point = Vector(-1.,0.5,+2.); CPPUNIT_ASSERT_EQUAL( 5., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(-1.,0.5,-3.); CPPUNIT_ASSERT_EQUAL( 10., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on x line Point = Vector(0.5,-1.,+1.); CPPUNIT_ASSERT_EQUAL( 2., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(0.5,-1.,-2.); CPPUNIT_ASSERT_EQUAL( 5., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on slanted line Point = Vector(1.,1.,+3.); CPPUNIT_ASSERT_EQUAL( 9.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); Point = Vector(1.,1.,-4.); CPPUNIT_ASSERT_EQUAL( 16.5, triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.5,0.5,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on first node Point = Vector(-1.,-1.,5.); CPPUNIT_ASSERT_EQUAL( 27., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on second node Point = Vector(0.,2.,5.); CPPUNIT_ASSERT_EQUAL( 26., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(0.,1.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); // simple test on third node Point = Vector(2.,0.,5.); CPPUNIT_ASSERT_EQUAL( 26., triangle->GetClosestPointInsideTriangle(&Point, &TestIntersection) ); Point = Vector(1.,0.,0.); CPPUNIT_ASSERT_EQUAL( true , Point == TestIntersection ); };