private void TestPartition(ISpatialPartition <int> partition)
        {
            partition.Clear();
            Assert.AreEqual(0, partition.Count);

            partition.EnableSelfOverlaps = true;
            Assert.AreEqual(0, partition.GetOverlaps().Count());
            Assert.AreEqual(0, partition.GetOverlaps(0).Count());
            Assert.AreEqual(0, partition.GetOverlaps(new Aabb()).Count());
            Assert.AreEqual(0, partition.GetOverlaps(_partition2).Count());
            Assert.AreEqual(0, partition.GetOverlaps(Vector3.One, Pose.Identity, _partition2, Vector3.One, Pose.Identity).Count());


            var testObject = new TestObject(new Aabb(new Vector3(10), new Vector3(10)));

            _testObjects.Add(testObject);
            partition.Add(testObject.Id);

            for (int i = 0; i < 1000; i++)
            {
                // ----- Tests
                Assert.AreEqual(_testObjects.Count, partition.Count, "Wrong number of items.");

                if (i > 10 && i % 6 == 0)
                {
                    TestGetOverlaps0(partition);
                }
                if (i > 10 && i % 6 == 1)
                {
                    TestGetOverlaps1(partition);
                }
                if (i > 10 && i % 6 == 2)
                {
                    TestGetOverlaps2(partition);
                }
                if (i > 10 && i % 6 == 3)
                {
                    TestGetOverlaps3(partition);
                }
                if (i > 10 && i % 6 == 4)
                {
                    TestGetOverlaps4(partition);
                }
                if (i > 10 && i % 6 == 5)
                {
                    TestGetOverlaps5(partition);
                }

                // Update partition. From time to time rebuild all.
                // For the above tests update should have been called automatically!
                partition.Update(i % 10 == 9);
                TestAabb(partition);

                var dice100 = RandomHelper.Random.Next(0, 100);
                if (dice100 < 2)
                {
                    // Test remove/re-add without Update inbetween.
                    if (partition.Count > 0)
                    {
                        partition.Remove(_testObjects[0].Id);
                        partition.Add(_testObjects[0].Id);
                    }
                }


                dice100 = RandomHelper.Random.Next(0, 100);
                if (dice100 < 10)
                {
                    // Remove objects.
                    int removeCount = RandomHelper.Random.NextInteger(1, 4);
                    for (int k = 0; k < removeCount && partition.Count > 0; k++)
                    {
                        var index = RandomHelper.Random.NextInteger(0, partition.Count - 1);
                        var obj   = _testObjects[index];
                        _testObjects.Remove(obj);
                        partition.Remove(obj.Id);
                    }
                }

                dice100 = RandomHelper.Random.Next(0, 100);
                if (dice100 < 10)
                {
                    // Add new objects.
                    int addCount = RandomHelper.Random.NextInteger(1, 4);
                    for (int k = 0; k < addCount; k++)
                    {
                        var newObj = new TestObject(GetRandomAabb());
                        _testObjects.Add(newObj);
                        partition.Add(newObj.Id);
                    }
                }
                else
                {
                    // Move an object.
                    int moveCount = RandomHelper.Random.NextInteger(1, 10);
                    for (int k = 0; k < moveCount && partition.Count > 0; k++)
                    {
                        var index = RandomHelper.Random.NextInteger(0, partition.Count - 1);
                        var obj   = _testObjects[index];
                        obj.Aabb = GetRandomAabb();
                        partition.Invalidate(obj.Id);
                    }
                }

                // From time to time invalidate all.
                if (dice100 < 3)
                {
                    partition.Invalidate();
                }

                // From time to time change EnableSelfOverlaps.
                if (dice100 > 3 && dice100 < 6)
                {
                    partition.EnableSelfOverlaps = false;
                }
                else if (dice100 < 10)
                {
                    partition.EnableSelfOverlaps = true;
                }

                // From time to time change filter.
                if (dice100 > 10 && dice100 < 13)
                {
                    partition.Filter = null;
                }
                else if (dice100 < 10)
                {
                    if (partition.Filter == null)
                    {
                        partition.Filter = new DelegatePairFilter <int>(AreInSameGroup);
                    }
                }
            }

            partition.Clear();
            Assert.AreEqual(0, partition.Count);
        }
Пример #2
0
        private void TestPartition(ISpatialPartition<int> partition)
        {
            partition.Clear();
              Assert.AreEqual(0, partition.Count);

              partition.EnableSelfOverlaps = true;
              Assert.AreEqual(0, partition.GetOverlaps().Count());
              Assert.AreEqual(0, partition.GetOverlaps(0).Count());
              Assert.AreEqual(0, partition.GetOverlaps(new Aabb()).Count());
              Assert.AreEqual(0, partition.GetOverlaps(_partition2).Count());
              Assert.AreEqual(0, partition.GetOverlaps(Vector3F.One, Pose.Identity, _partition2, Vector3F.One, Pose.Identity).Count());

              var testObject = new TestObject(new Aabb(new Vector3F(10), new Vector3F(10)));
              _testObjects.Add(testObject);
              partition.Add(testObject.Id);

              for (int i = 0; i < 1000; i++)
              {
            // ----- Tests
            Assert.AreEqual(_testObjects.Count, partition.Count, "Wrong number of items.");

            if (i > 10 && i % 6 == 0)
              TestGetOverlaps0(partition);
            if (i > 10 && i % 6 == 1)
              TestGetOverlaps1(partition);
            if (i > 10 && i % 6 == 2)
              TestGetOverlaps2(partition);
            if (i > 10 && i % 6 == 3)
              TestGetOverlaps3(partition);
            if (i > 10 && i % 6 == 4)
              TestGetOverlaps4(partition);
            if (i > 10 && i % 6 == 5)
              TestGetOverlaps5(partition);

            // Update partition. From time to time rebuild all.
            // For the above tests update should have been called automatically!
            partition.Update(i % 10 == 9);
            TestAabb(partition);

            var dice100 = RandomHelper.Random.Next(0, 100);
            if (dice100 < 2)
            {
              // Test remove/re-add without Update inbetween.
              if (partition.Count > 0)
              {
            partition.Remove(_testObjects[0].Id);
            partition.Add(_testObjects[0].Id);
              }
            }

            dice100 = RandomHelper.Random.Next(0, 100);
            if (dice100 < 10)
            {
              // Remove objects.
              int removeCount = RandomHelper.Random.NextInteger(1, 4);
              for (int k = 0; k < removeCount && partition.Count > 0; k++)
              {
            var index = RandomHelper.Random.NextInteger(0, partition.Count - 1);
            var obj = _testObjects[index];
            _testObjects.Remove(obj);
            partition.Remove(obj.Id);
              }
            }

            dice100 = RandomHelper.Random.Next(0, 100);
            if (dice100 < 10)
            {
              // Add new objects.
              int addCount = RandomHelper.Random.NextInteger(1, 4);
              for (int k = 0; k < addCount; k++)
              {
            var newObj = new TestObject(GetRandomAabb());
            _testObjects.Add(newObj);
            partition.Add(newObj.Id);
              }
            }
            else
            {
              // Move an object.
              int moveCount = RandomHelper.Random.NextInteger(1, 10);
              for (int k = 0; k < moveCount && partition.Count > 0; k++)
              {
            var index = RandomHelper.Random.NextInteger(0, partition.Count - 1);
            var obj = _testObjects[index];
            obj.Aabb = GetRandomAabb();
            partition.Invalidate(obj.Id);
              }
            }

            // From time to time invalidate all.
            if (dice100 < 3)
              partition.Invalidate();

            // From time to time change EnableSelfOverlaps.
            if (dice100 > 3 && dice100 < 6)
              partition.EnableSelfOverlaps = false;
            else if (dice100 < 10)
              partition.EnableSelfOverlaps = true;

            // From time to time change filter.
            if (dice100 > 10 && dice100 < 13)
            {
              partition.Filter = null;
            }
            else if (dice100 < 10)
            {
              if (partition.Filter == null)
            partition.Filter = new DelegatePairFilter<int>(AreInSameGroup);
            }
              }

              partition.Clear();
              Assert.AreEqual(0, partition.Count);
        }