public void When_FindFloorFacesOfSimpleCube_Expect_TwoBottomFaces(Structure structure) { Component simpleCube = structure.components[0]; List <int> floorFaces = ComponentGraphGenerator.GetFloorFaces(simpleCube); Assert.AreEqual(2, floorFaces.Count); Assert.Contains(6, floorFaces); Assert.Contains(7, floorFaces); }
public void When_GetShellVerticesOfSimpleCube_Expect_FloorSideVertices(Structure structure) { Component simpleCube = structure.components[0]; List <int> floorFaces = ComponentGraphGenerator.GetFloorFaces(simpleCube); LinkedList <int> floorSideVertices = ComponentGraphGenerator.GetShellVertices(simpleCube, floorFaces); Assert.AreEqual(4, floorSideVertices.Count); Assert.Contains(1, floorSideVertices); Assert.Contains(3, floorSideVertices); Assert.Contains(0, floorSideVertices); Assert.Contains(5, floorSideVertices); }
public void When_SplitLinkedListOfSimpleCube_Expect_LongSideVertices(Structure structure) { Component simpleCube = structure.components[0]; List <int> floorFaces = ComponentGraphGenerator.GetFloorFaces(simpleCube); LinkedList <int> floorSideVertices = ComponentGraphGenerator.GetShellVertices(simpleCube, floorFaces); (LinkedList <int>, LinkedList <int>)sides = ComponentGraphGenerator.SplitLinkedList(simpleCube, floorSideVertices); Assert.AreEqual(2, sides.Item1.Count); Assert.AreEqual(2, sides.Item2.Count); Assert.Contains(0, sides.Item1); Assert.Contains(1, sides.Item1); Assert.Contains(3, sides.Item2); Assert.Contains(5, sides.Item2); }
public void DrawStructure(DrawStructure choices, Structure structure, Vect3 structureMiddlePoint) { GameObject structureObject = new GameObject("Structure"); for (int componentIndex = 0; componentIndex < structure.components.Count; componentIndex++) { GameObject componentObject = new GameObject(string.Format("Component {0}", componentIndex)); componentObject.transform.parent = structureObject.transform; Nodegraph_Generator.Component component = structure.components[componentIndex]; // To prepare color List <int> floorFaces = ComponentGraphGenerator.GetFloorFaces(component); LinkedList <int> linkedList = ComponentGraphGenerator.GetShellVertices(component, floorFaces); (LinkedList <int>, LinkedList <int>)sidePair = ComponentGraphGenerator.SplitLinkedList(component, linkedList); if (choices.drawVertices) { GameObject verticesObject = new GameObject(string.Format("Component {0}, Vertices", componentIndex)); verticesObject.transform.parent = componentObject.transform; for (int vertexIndex = 0; vertexIndex < component.vertices.Count; vertexIndex++) { Vertex vertex = component.GetVertex(vertexIndex); Vect3 vertexPosition = Utilities.GetScaledTransletedVect3(vertex.coordinate, structureMiddlePoint, scalingFactor); GameObject vertexObject = Utilities.DrawObject(vertexPrefab, vertexPosition, verticesObject); vertexObject.name = string.Format("Vertex {0}", vertexIndex); if (choices.colorFloor) { if (sidePair.Item1.Contains(vertexIndex)) { Utilities.ColorObject(vertexObject, Color.blue); } else if (sidePair.Item2.Contains(vertexIndex)) { Utilities.ColorObject(vertexObject, Color.red); } } } } if (choices.drawFaces) { var drawnVertexPairs = new List <(int, int)>(); var drawnFaceSides = new List <GameObject>(); GameObject faces = new GameObject(string.Format("Component {0}, Faces", componentIndex)); faces.transform.parent = componentObject.transform; for (int faceIndex = 0; faceIndex < component.faces.Count; faceIndex++) { Face face = component.GetFace(faceIndex); var faceMiddlepoint = new Vect3(); for (int i = 0; i < face.vertexIndices.Length; i++) { int firstVertexIndex = face.vertexIndices[i]; Vertex firstVertex = component.GetVertex(firstVertexIndex); faceMiddlepoint += firstVertex.coordinate; for (int j = i + 1; j < face.vertexIndices.Length; j++) { int secondVertexIndex = face.vertexIndices[j]; if (!(drawnVertexPairs.Contains((firstVertexIndex, secondVertexIndex)) || drawnVertexPairs.Contains((secondVertexIndex, firstVertexIndex)))) { Vertex secondVertex = component.GetVertex(secondVertexIndex); Vect3 startPos = Utilities.GetScaledTransletedVect3(firstVertex.coordinate, structureMiddlePoint, scalingFactor); Vect3 endPos = Utilities.GetScaledTransletedVect3(secondVertex.coordinate, structureMiddlePoint, scalingFactor); GameObject faceSideObject = Utilities.DrawLine(startPos, endPos, faces); faceSideObject.name = string.Format("Faceside to Face {0}", faceIndex); Utilities.ColorObject(faceSideObject, (choices.colorFloor && floorFaces.Contains(faceIndex)) ? Color.green : Color.black); drawnVertexPairs.Add((secondVertexIndex, firstVertexIndex)); drawnFaceSides.Add(faceSideObject); } else { GameObject faceSideObject = drawnFaceSides[drawnVertexPairs.FindIndex(a => (a.Item1 == firstVertexIndex && a.Item2 == secondVertexIndex) || (a.Item1 == secondVertexIndex && a.Item2 == firstVertexIndex))]; if (choices.colorFloor && floorFaces.Contains(faceIndex)) { Utilities.ColorObject(faceSideObject, Color.green); } faceSideObject.name += ", " + faceIndex; } } }
public void When_FindFloorOfSimpleCube_Expect_TwoFaces(Structure structure) { Component simpleCube = structure.components[0]; Assert.AreEqual(2, ComponentGraphGenerator.GetFloorFaces(simpleCube).Count); }