public UnitsInspected() { InspectedUnits = new List <InspectedUnit>(); Inspector = new Operator(); InspectionMethod = InspectionMethod.Human; SamplingInformation = new SamplingInformation(); }
public void TestSample_0(string gameObjectName, AllPointsSampler.Configuration.NormalProcessing normalProcessing) { EditorSceneManager.OpenScene(sceneName); //The 'default' child of a mesh contains the stuff we are interested in GameObject gameObject = GameObject.Find(gameObjectName).transform.GetChild(0).gameObject; DoubleConnectedEdgeListStorage dcelStorage = gameObject.GetComponent <DoubleConnectedEdgeListStorage>(); dcelStorage.DCEL = DCEL.FromMesh(gameObject.GetComponent <MeshFilter>().sharedMesh); SamplingInformation samplingInformation = new SamplingInformation(gameObject); RandomSubSampling.Configuration config = new RandomSubSampling.Configuration( referenceTransform: gameObject.transform.root, normalProcessing: normalProcessing, percentage: 0 ); SamplingInformation samplingInfo = new SamplingInformation(gameObject); List <Point> expected = new List <Point>(); List <Point> actual = new RandomSubSampling(config).Sample(samplingInfo); Assert.That(actual, Is.EquivalentTo(expected)); }
public void TestSample(string gameObjectname, float percentage, int expectedSampleSize, AllPointsSampler.Configuration.NormalProcessing normalProcessing) { EditorSceneManager.OpenScene(sceneName); //The 'default' child of a mesh contains the stuff we are interested in GameObject gameObject = GameObject.Find(gameObjectname).transform.GetChild(0).gameObject; DoubleConnectedEdgeListStorage dcelStorage = gameObject.GetComponent <DoubleConnectedEdgeListStorage>(); dcelStorage.DCEL = DCEL.FromMesh(gameObject.GetComponent <MeshFilter>().sharedMesh); SamplingInformation samplingInformation = new SamplingInformation(gameObject); RandomSubSampling.Configuration randomConfig = new RandomSubSampling.Configuration( referenceTransform: gameObject.transform.root, normalProcessing: normalProcessing, percentage: percentage ); SamplingInformation samplingInfo = new SamplingInformation(gameObject); AllPointsSampler.Configuration allPointsConfig = new AllPointsSampler.Configuration( referenceTransform: gameObject.transform.root, normalProcessing: normalProcessing ); List <Point> allPoints = new AllPointsSampler(allPointsConfig).Sample(samplingInfo); List <Point> actual = new RandomSubSampling(randomConfig).Sample(samplingInfo); Assert.AreEqual(expectedSampleSize, actual.Count); Assert.That(actual, Is.SubsetOf(allPoints)); bool allUnique = actual.GroupBy(x => x).All(g => g.Count() == 1); Assert.IsTrue(allUnique); }
public UnitsTested() { TestedUnits = new List <TestedUnit>(); Tester = new Operator(); TestMethod = TestMethod.Human; SamplingInformation = new SamplingInformation(); }
public void TestSample_Pyramid_45() { EditorSceneManager.OpenScene(sceneName); //The 'default' child of a mesh contains the stuff we are interested in GameObject gameObject = GameObject.Find("pyramid").transform.GetChild(0).gameObject; SamplingInformation samplingInformation = new SamplingInformation(gameObject); NDOSubsampling.Configuration ndosConfig = new NDOSubsampling.Configuration( referenceTransform: gameObject.transform.root, percentage: 45, binCount: 6 ); SamplingInformation samplingInfo = new SamplingInformation(gameObject); Dictionary <int, List <Point> > bins = new NormalBinner(ndosConfig).Bin(samplingInformation); List <Point> actual = new NDOSubsampling(ndosConfig).Sample(samplingInfo); Assert.That(CountPointsSampledFromBin(actual, bins[0]), Is.EqualTo(1)); Assert.That(CountPointsSampledFromBin(actual, bins[1]), Is.EqualTo(1)); Assert.That(CountPointsSampledFromBin(actual, bins[2]), Is.EqualTo(0)); Assert.That(CountPointsSampledFromBin(actual, bins[3]), Is.EqualTo(1)); Assert.That(CountPointsSampledFromBin(actual, bins[4]), Is.EqualTo(1)); Assert.That(CountPointsSampledFromBin(actual, bins[5]), Is.EqualTo(2)); }
public void TestSample_Cube_50() { EditorSceneManager.OpenScene(sceneName); //The 'default' child of a mesh contains the stuff we are interested in GameObject gameObject = GameObject.Find("cube").transform.GetChild(0).gameObject; SamplingInformation samplingInformation = new SamplingInformation(gameObject); NDOSubsampling.Configuration ndosConfig = new NDOSubsampling.Configuration( referenceTransform: gameObject.transform.root, percentage: 50, binCount: 6 ); SamplingInformation samplingInfo = new SamplingInformation(gameObject); List <Point> actual = new NDOSubsampling(ndosConfig).Sample(samplingInfo); NormalBinner binner = new NormalBinner(ndosConfig.BinCount, ndosConfig.referenceTransform); Dictionary <int, List <Point> > bins = binner.Bin(samplingInformation); for (int i = 0; i < bins.Count; i++) { Assert.That(CountPointsSampledFromBin(actual, bins[i]), Is.EqualTo(2)); } }
public void TestSample_100(string gameObjectName) { EditorSceneManager.OpenScene(sceneName); //The 'default' child of a mesh contains the stuff we are interested in GameObject gameObject = GameObject.Find(gameObjectName).transform.GetChild(0).gameObject; SamplingInformation samplingInformation = new SamplingInformation(gameObject); NDOSubsampling.Configuration ndosConfig = new NDOSubsampling.Configuration( referenceTransform: gameObject.transform.root, percentage: 100, binCount: 6 ); AllPointsSampler.Configuration allPointsConfig = new AllPointsSampler.Configuration( referenceTransform: gameObject.transform.root, normalProcessing: AllPointsSampler.Configuration.NormalProcessing.VertexNormals ); SamplingInformation samplingInfo = new SamplingInformation(gameObject); List <Point> expected = new AllPointsSampler(allPointsConfig).Sample(samplingInfo); List <Point> actual = new NDOSubsampling(ndosConfig).Sample(samplingInfo); Assert.That(actual, Is.EquivalentTo(expected)); }
public void Test_Bin(string gameObjectName, Dictionary <int, List <Point> > expected) { EditorSceneManager.OpenScene(sceneName); //The 'default' child of a mesh contains the stuff we are interested in GameObject gameObject = GameObject.Find(gameObjectName).transform.GetChild(0).gameObject; Transform referenceTransform = gameObject.transform.root; SamplingInformation samplingInformation = new SamplingInformation(gameObject); NormalBinner binner = new NormalBinner(6, referenceTransform); Dictionary <int, List <Point> > actual = binner.Bin(samplingInformation); Assert.That(actual.Keys, Is.EquivalentTo(expected.Keys)); for (int i = 0; i < actual.Count; i++) { Assert.That(actual[i], Is.EquivalentTo(expected[i])); } }