Beispiel #1
0
        public static void test_AABBTree_basic()
        {
            List <int> cases = new List <int>()
            {
                0, 1, 2, 3, 4, 7, 8
            };

            foreach (int meshCase in cases)
            {
                DMesh3         mesh       = MakeSpatialTestMesh(meshCase);
                DMeshAABBTree3 treeMedian = new DMeshAABBTree3(mesh);
                treeMedian.Build(DMeshAABBTree3.BuildStrategy.TopDownMedian);
                treeMedian.TestCoverage();
                treeMedian.TotalVolume();

                DMeshAABBTree3 treeMidpoint = new DMeshAABBTree3(mesh);
                treeMidpoint.Build(DMeshAABBTree3.BuildStrategy.TopDownMidpoint);
                treeMidpoint.TestCoverage();
                treeMidpoint.TotalVolume();

                DMeshAABBTree3 treeUpFast = new DMeshAABBTree3(mesh);
                treeUpFast.Build(DMeshAABBTree3.BuildStrategy.BottomUpFromOneRings, DMeshAABBTree3.ClusterPolicy.Fastest);
                treeUpFast.TestCoverage();
                treeUpFast.TotalVolume();

                DMeshAABBTree3 treeUpN = new DMeshAABBTree3(mesh);
                treeUpN.Build(DMeshAABBTree3.BuildStrategy.BottomUpFromOneRings, DMeshAABBTree3.ClusterPolicy.FastVolumeMetric);
                treeUpN.TestCoverage();
                treeUpN.TotalVolume();
            }
        }
Beispiel #2
0
        public static void test_AABBTree_RayHit(int meshCase = 8)
        {
            DMesh3         mesh = MakeSpatialTestMesh(meshCase);
            DMeshAABBTree3 tree = new DMeshAABBTree3(mesh);

            tree.Build();
            tree.TestCoverage();

            AxisAlignedBox3d bounds = mesh.CachedBounds;
            Vector3d         ext    = bounds.Extents;
            Vector3d         c      = bounds.Center;
            double           r      = bounds.DiagonalLength / 4;

            Random rand = new Random(316136327);


            tree.FindNearestHitTriangle(
                new Ray3f(100 * Vector3f.One, Vector3f.One));


            // test rays out from center of box, and rays in towards it
            // (should all hit for standard test cases)
            int hits = 0;
            int N    = (meshCase > 7) ? 1000 : 10000;

#if true
            for (int ii = 0; ii < N; ++ii)
            {
                if (ii % 100 == 0)
                {
                    System.Console.WriteLine("{0} / {1}", ii, N);
                }

                Vector3d p   = (ii < N / 2) ? c : c + 2 * r * rand.Direction();
                Vector3d d   = (ii < N / 2) ? rand.Direction() : (c - p).Normalized;
                Ray3d    ray = new Ray3d(p, d);

                int tNearBrute = MeshQueries.FindHitTriangle_LinearSearch(mesh, ray);
                int tNearTree  = tree.FindNearestHitTriangle(ray);

                //System.Console.WriteLine("{0} - {1}", tNearBrute, tree.TRI_TEST_COUNT);

                if (tNearBrute == DMesh3.InvalidID)
                {
                    Debug.Assert(tNearBrute == tNearTree);
                    continue;
                }
                ++hits;

                IntrRay3Triangle3 qBrute = MeshQueries.TriangleIntersection(mesh, tNearBrute, ray);
                IntrRay3Triangle3 qTree  = MeshQueries.TriangleIntersection(mesh, tNearTree, ray);

                double dotBrute = mesh.GetTriNormal(tNearBrute).Dot(ray.Direction);
                double dotTree  = mesh.GetTriNormal(tNearTree).Dot(ray.Direction);

                Debug.Assert(Math.Abs(qBrute.RayParameter - qTree.RayParameter) < MathUtil.ZeroTolerance);
            }
            Debug.Assert(hits == N);
            System.Console.WriteLine("in/out rays: {0} hits out of {1} rays", hits, N);
#endif



            // random rays
            hits = 0;
            for (int ii = 0; ii < N; ++ii)
            {
                if (ii % 100 == 0)
                {
                    System.Console.WriteLine("{0} / {1}", ii, N);
                }

                Vector3d target = c + rand.PointInRange(r);
                Vector3d o      = c + rand.PointInRange(10 * r);
                Ray3d    ray    = new Ray3d(o, (target - o).Normalized);

                int tNearBrute = MeshQueries.FindHitTriangle_LinearSearch(mesh, ray);
                int tNearTree  = tree.FindNearestHitTriangle(ray);

                //System.Console.WriteLine("{0} - {1}", tNearBrute, tree.TRI_TEST_COUNT);

                if (tNearBrute == DMesh3.InvalidID)
                {
                    Debug.Assert(tNearBrute == tNearTree);
                    continue;
                }
                ++hits;

                IntrRay3Triangle3 qBrute = MeshQueries.TriangleIntersection(mesh, tNearBrute, ray);
                IntrRay3Triangle3 qTree  = MeshQueries.TriangleIntersection(mesh, tNearTree, ray);

                double dotBrute = mesh.GetTriNormal(tNearBrute).Dot(ray.Direction);
                double dotTree  = mesh.GetTriNormal(tNearTree).Dot(ray.Direction);

                Debug.Assert(Math.Abs(qBrute.RayParameter - qTree.RayParameter) < MathUtil.ZeroTolerance);
            }

            System.Console.WriteLine("random rays: hit {0} of {1} rays", hits, N);
        }