Пример #1
0
        public void Move()
        {
            int[] testArray = Enumerable.Range(0, 10).ToArray();
            RawList<int> intList = new RawList<int>();

            intList.AddRange(testArray);
            intList.Move(0, 3, 1);
            CollectionAssert.AreEqual(new int[] { 0, 0, 1, 2, 4, 5, 6, 7, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(0, 3, 3);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 0, 1, 2, 6, 7, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(0, 3, 5);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 3, 4, 0, 1, 2, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(7, 3, -1);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 3, 4, 5, 7, 8, 9, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(7, 3, -3);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 3, 7, 8, 9, 7, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(7, 3, -5);
            CollectionAssert.AreEqual(new int[] { 0, 1, 7, 8, 9, 5, 6, 7, 8, 9 }, intList);
            intList.Clear();
        }
Пример #2
0
        [Test] public void Basics()
        {
            RawList <int> intList = new RawList <int>();

            intList.Add(10);
            intList.AddRange(new int[] { 17, 42, 94 });

            Assert.AreEqual(4, intList.Count);
            Assert.IsTrue(intList.Contains(42));
            Assert.AreEqual(2, intList.IndexOf(42));
            CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList.Data.Take(4));

            intList.ShrinkToFit();
            Assert.AreEqual(intList.Count, intList.Capacity);

            intList.Remove(42);
            Assert.AreEqual(3, intList.Count);
            Assert.IsTrue(!intList.Contains(42));
            Assert.AreEqual(-1, intList.IndexOf(42));
            CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList.Data.Take(3));

            intList.Insert(1, 100);
            CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList.Data.Take(4));

            intList.InsertRange(2, new int[] { 150, 200, 250, 300 });
            CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList.Data.Take(8));

            intList.Clear();
            Assert.AreEqual(0, intList.Count);
            Assert.IsTrue(!intList.Contains(94));
        }
Пример #3
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		[Test] public void Basics()
		{
			RawList<int> intList = new RawList<int>();
			intList.Add(10);
			intList.AddRange(new int[] { 17, 42, 94 });

			Assert.AreEqual(4, intList.Count);
			Assert.IsTrue(intList.Contains(42));
			Assert.AreEqual(2, intList.IndexOf(42));
			CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList.Data.Take(4));

			intList.ShrinkToFit();
			Assert.AreEqual(intList.Count, intList.Capacity);

			intList.Remove(42);
			Assert.AreEqual(3, intList.Count);
			Assert.IsTrue(!intList.Contains(42));
			Assert.AreEqual(-1, intList.IndexOf(42));
			CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList.Data.Take(3));

			intList.Insert(1, 100);
			CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList.Data.Take(4));

			intList.InsertRange(2, new int[] { 150, 200, 250, 300 });
			CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList.Data.Take(8));

			intList.Clear();
			Assert.AreEqual(0, intList.Count);
			Assert.IsTrue(!intList.Contains(94));
		}
Пример #4
0
        /// <summary>
        /// Identifies the points on the surface of hull.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputSurfacePoints">Unique points on the surface of the convex hull.</param>
        public static void GetConvexHull(IList <Vector3> points, IList <Vector3> outputSurfacePoints)
        {
            RawList <Vector3> rawPoints = CommonResources.GetVectorList();

            rawPoints.AddRange(points);
            GetConvexHull(rawPoints, outputSurfacePoints);
            CommonResources.GiveBack(rawPoints);
        }
Пример #5
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        [Test] public void Sort()
        {
            int[]         testArray = Enumerable.Range(0, 10).ToArray();
            RawList <int> intList   = new RawList <int>();

            intList.AddRange(testArray.Reverse().ToArray());
            CollectionAssert.AreEqual(testArray.Reverse(), intList);

            intList.Sort();
            CollectionAssert.AreEqual(testArray, intList);
        }
Пример #6
0
        [Test] public void Move()
        {
            int[]         testArray = Enumerable.Range(0, 10).ToArray();
            RawList <int> intList   = new RawList <int>();

            intList.AddRange(testArray);
            intList.Move(0, 3, 1);
            CollectionAssert.AreEqual(new int[] { 0, 0, 1, 2, 4, 5, 6, 7, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(0, 3, 3);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 0, 1, 2, 6, 7, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(0, 3, 5);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 3, 4, 0, 1, 2, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(7, 3, -1);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 3, 4, 5, 7, 8, 9, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(7, 3, -3);
            CollectionAssert.AreEqual(new int[] { 0, 1, 2, 3, 7, 8, 9, 7, 8, 9 }, intList);
            intList.Clear();

            intList.AddRange(testArray);
            intList.Move(7, 3, -5);
            CollectionAssert.AreEqual(new int[] { 0, 1, 7, 8, 9, 5, 6, 7, 8, 9 }, intList);
            intList.Clear();
        }
Пример #7
0
        /// <summary>
        /// Removes redundant points.  Two points are redundant if they occupy the same hash grid cell.
        /// </summary>
        /// <param name="points">List of points to prune.</param>
        /// <param name="cellSize">Size of cells to determine redundancy.</param>
        public static void RemoveRedundantPoints(IList<Vector3> points, double cellSize)
        {
            RawList<Vector3> rawPoints = CommonResources.GetVectorList();
            rawPoints.AddRange(points);
            RemoveRedundantPoints(rawPoints, cellSize);
            points.Clear();
            for (int i = 0; i < rawPoints.Count; ++i)
            {
                points.Add(rawPoints.Elements[i]);
            }

            CommonResources.GiveBack(rawPoints);
        }
Пример #8
0
        /// <summary>
        /// Identifies the indices of points in a set which are on the outer convex hull of the set.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputTriangleIndices">List of indices into the input point set composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        public static void GetConvexHull(IList <Vector3> points, IList <int> outputTriangleIndices)
        {
            RawList <Vector3> rawPoints  = CommonResources.GetVectorList();
            RawList <int>     rawIndices = CommonResources.GetIntList();

            rawPoints.AddRange(points);
            GetConvexHull(rawPoints, rawIndices);
            CommonResources.GiveBack(rawPoints);
            for (int i = 0; i < rawIndices.Count; i++)
            {
                outputTriangleIndices.Add(rawIndices[i]);
            }

            CommonResources.GiveBack(rawIndices);
        }
Пример #9
0
        [Test] public void Resize()
        {
            int[]         testArray = Enumerable.Range(0, 10).ToArray();
            RawList <int> intList   = new RawList <int>();

            intList.AddRange(testArray);
            CollectionAssert.AreEqual(testArray, intList);

            intList.Count = 20;
            Assert.IsTrue(intList.Count == 20);
            CollectionAssert.AreEqual(testArray.Concat(new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }), intList);

            intList[19] = 19;
            Assert.IsTrue(intList[19] == 19);
            Assert.IsTrue(intList.Data[19] == 19);
        }
Пример #10
0
        [Test] public void Sort()
        {
            int[]         testArray = Enumerable.Range(0, 10).ToArray();
            RawList <int> intList   = new RawList <int>();

            // Sorting an empty array is a no-op, but entirely valid. No exceptions expected.
            intList.Sort();

            // Insert the reversed data
            intList.AddRange(testArray.Reverse().ToArray());
            CollectionAssert.AreEqual(testArray.Reverse(), intList);

            // Sort it and check if its equal to the original data
            intList.Sort();
            CollectionAssert.AreEqual(testArray, intList);
        }
Пример #11
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        private static void RemoveInsidePoints(RawList <Vector3> points, RawList <int> triangleIndices,
                                               RawList <int> outsidePoints)
        {
            RawList <int> insidePoints = CommonResources.GetIntList();

            //We're going to remove points from this list as we go to prune it down to the truly inner points.
            insidePoints.AddRange(outsidePoints);
            outsidePoints.Clear();

            for (int i = 0; i < triangleIndices.Count && insidePoints.Count > 0; i += 3)
            {
                //Compute the triangle's plane in point-normal representation to test other points against.
                Vector3 normal;
                FindNormal(triangleIndices, points, i, out normal);
                Vector3 p = points.Elements[triangleIndices.Elements[i]];

                for (int j = insidePoints.Count - 1; j >= 0; --j)
                {
                    //Offset from the triangle to the current point, tested against the normal, determines if the current point is visible
                    //from the triangle face.
                    Vector3 offset;
                    Vector3.Subtract(ref points.Elements[insidePoints.Elements[j]], ref p, out offset);
                    float dot;
                    Vector3.Dot(ref offset, ref normal, out dot);
                    //If it's visible, then it's outside!
                    if (dot > 0)
                    {
                        //This point is known to be on the outside; put it on the outside!
                        outsidePoints.Add(insidePoints.Elements[j]);
                        insidePoints.FastRemoveAt(j);
                    }
                }
            }

            CommonResources.GiveBack(insidePoints);
        }
Пример #12
0
        /// <summary>
        /// Identifies the indices of points in a set which are on the outer convex hull of the set.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputTriangleIndices">List of indices into the input point set composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        public static void GetConvexHull(RawList <Vector3> points, RawList <int> outputTriangleIndices)
        {
            if (points.Count == 0)
            {
                throw new ArgumentException("Point set must have volume.");
            }
            RawList <int> outsidePoints = CommonResources.GetIntList();

            if (outsidePoints.Capacity < points.Count - 4)
            {
                outsidePoints.Capacity = points.Count - 4;
            }

            //Build the initial tetrahedron.
            //It will also give us the location of a point which is guaranteed to be within the
            //final convex hull.  We can use this point to calibrate the winding of triangles.
            //A set of outside point candidates (all points other than those composing the tetrahedron) will be returned in the outsidePoints list.
            //That list will then be further pruned by the RemoveInsidePoints call.
            Vector3 insidePoint;

            ComputeInitialTetrahedron(points, outsidePoints, outputTriangleIndices, out insidePoint);

            //Compute outside points.
            RemoveInsidePoints(points, outputTriangleIndices, outsidePoints);

            var edges        = CommonResources.GetIntList();
            var toRemove     = CommonResources.GetIntList();
            var newTriangles = CommonResources.GetIntList();

            //We're now ready to begin the main loop.
            while (outsidePoints.Count > 0)
            {
                //While the convex hull is incomplete...
                for (int k = 0; k < outputTriangleIndices.Count; k += 3)
                {
                    //Find the normal of the triangle
                    Vector3 normal;
                    FindNormal(outputTriangleIndices, points, k, out normal);

                    //Get the furthest point in the direction of the normal.
                    int     maxIndexInOutsideList = GetExtremePoint(ref normal, points, outsidePoints);
                    int     maxIndex = outsidePoints.Elements[maxIndexInOutsideList];
                    Vector3 maximum  = points.Elements[maxIndex];

                    //If the point is beyond the current triangle, continue.
                    Vector3 offset;
                    Vector3.Subtract(ref maximum, ref points.Elements[outputTriangleIndices.Elements[k]], out offset);
                    float dot;
                    Vector3.Dot(ref normal, ref offset, out dot);
                    if (dot > 0)
                    {
                        //It's been picked! Remove the maximum point from the outside.
                        outsidePoints.FastRemoveAt(maxIndexInOutsideList);
                        //Remove any triangles that can see the point, including itself!
                        edges.Clear();
                        toRemove.Clear();
                        for (int n = outputTriangleIndices.Count - 3; n >= 0; n -= 3)
                        {
                            //Go through each triangle, if it can be seen, delete it and use maintainEdge on its edges.
                            if (IsTriangleVisibleFromPoint(outputTriangleIndices, points, n, ref maximum))
                            {
                                //This triangle can see it!
                                //TODO: CONSIDER CONSISTENT WINDING HAPPYTIMES
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 1], edges);
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 2], edges);
                                MaintainEdge(outputTriangleIndices[n + 1], outputTriangleIndices[n + 2], edges);
                                //Because fast removals are being used, the order is very important.
                                //It's pulling indices in from the end of the list in order, and also ensuring
                                //that we never issue a removal order beyond the end of the list.
                                outputTriangleIndices.FastRemoveAt(n + 2);
                                outputTriangleIndices.FastRemoveAt(n + 1);
                                outputTriangleIndices.FastRemoveAt(n);
                            }
                        }
                        //Create new triangles.
                        for (int n = 0; n < edges.Count; n += 2)
                        {
                            //For each edge, create a triangle with the extreme point.
                            newTriangles.Add(edges[n]);
                            newTriangles.Add(edges[n + 1]);
                            newTriangles.Add(maxIndex);
                        }
                        //Only verify the windings of the new triangles.
                        VerifyWindings(newTriangles, points, ref insidePoint);
                        outputTriangleIndices.AddRange(newTriangles);
                        newTriangles.Clear();

                        //Remove all points from the outsidePoints if they are inside the polyhedron
                        RemoveInsidePoints(points, outputTriangleIndices, outsidePoints);

                        //The list has been significantly messed with, so restart the loop.
                        break;
                    }
                }
            }


            CommonResources.GiveBack(outsidePoints);
            CommonResources.GiveBack(edges);
            CommonResources.GiveBack(toRemove);
            CommonResources.GiveBack(newTriangles);
        }
Пример #13
0
		[Test] public void Resize()
		{
			int[] testArray = Enumerable.Range(0, 10).ToArray();
			RawList<int> intList = new RawList<int>();

			intList.AddRange(testArray);
			CollectionAssert.AreEqual(testArray, intList);

			intList.Count = 20;
			Assert.IsTrue(intList.Count == 20);
			CollectionAssert.AreEqual(testArray.Concat(new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }), intList);

			intList[19] = 19;
			Assert.IsTrue(intList[19] == 19);
			Assert.IsTrue(intList.Data[19] == 19);
		}
Пример #14
0
		[Test] public void Sort()
		{
			int[] testArray = Enumerable.Range(0, 10).ToArray();
			RawList<int> intList = new RawList<int>();

			// Sorting an empty array is a no-op, but entirely valid. No exceptions expected.
			intList.Sort();

			// Insert the reversed data
			intList.AddRange(testArray.Reverse().ToArray());
			CollectionAssert.AreEqual(testArray.Reverse(), intList);

			// Sort it and check if its equal to the original data
			intList.Sort();
			CollectionAssert.AreEqual(testArray, intList);
		}
Пример #15
0
        /// <summary>
        /// Identifies the indices of points in a set which are on the outer convex hull of the set.
        /// </summary>
        /// <param name="points">List of points in the set.</param>
        /// <param name="outputTriangleIndices">List of indices composing the triangulated surface of the convex hull.
        /// Each group of 3 indices represents a triangle on the surface of the hull.</param>
        public static void GetConvexHull(RawList<Vector3> points, RawList<int> outputTriangleIndices)
        {
            if (points.Count == 0)
            {
                throw new ArgumentException("Point set must have volume.");
            }
            RawList<int> outsidePoints = CommonResources.GetIntList();
            if (outsidePoints.Capacity < points.Count - 4)
                outsidePoints.Capacity = points.Count - 4;

            //Build the initial tetrahedron.
            //It will also give us the location of a point which is guaranteed to be within the
            //final convex hull.  We can use this point to calibrate the winding of triangles.
            //A set of outside point candidates (all points other than those composing the tetrahedron) will be returned in the outsidePoints list.
            //That list will then be further pruned by the RemoveInsidePoints call.
            Vector3 insidePoint;
            ComputeInitialTetrahedron(points, outsidePoints, outputTriangleIndices, out insidePoint);

            //Compute outside points.
            RemoveInsidePoints(points, outputTriangleIndices, outsidePoints);

            var edges = CommonResources.GetIntList();
            var toRemove = CommonResources.GetIntList();
            var newTriangles = CommonResources.GetIntList();

            //We're now ready to begin the main loop.
            while (outsidePoints.Count > 0)
            {
                //While the convex hull is incomplete...
                for (int k = 0; k < outputTriangleIndices.Count; k += 3)
                {
                    //Find the normal of the triangle
                    Vector3 normal;
                    FindNormal(outputTriangleIndices, points, k, out normal);

                    //Get the furthest point in the direction of the normal.
                    int maxIndexInOutsideList = GetExtremePoint(ref normal, points, outsidePoints);
                    int maxIndex = outsidePoints.Elements[maxIndexInOutsideList];
                    Vector3 maximum = points.Elements[maxIndex];

                    //If the point is beyond the current triangle, continue.
                    Vector3 offset;
                    Vector3.Subtract(ref maximum, ref points.Elements[outputTriangleIndices.Elements[k]], out offset);
                    float dot;
                    Vector3.Dot(ref normal, ref offset, out dot);
                    if (dot > 0)
                    {
                        //It's been picked! Remove the maximum point from the outside.
                        outsidePoints.FastRemoveAt(maxIndexInOutsideList);
                        //Remove any triangles that can see the point, including itself!
                        edges.Clear();
                        toRemove.Clear();
                        for (int n = outputTriangleIndices.Count - 3; n >= 0; n -= 3)
                        {
                            //Go through each triangle, if it can be seen, delete it and use maintainEdge on its edges.
                            if (IsTriangleVisibleFromPoint(outputTriangleIndices, points, n, ref maximum))
                            {
                                //This triangle can see it!
                                //TODO: CONSIDER CONSISTENT WINDING HAPPYTIMES
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 1], edges);
                                MaintainEdge(outputTriangleIndices[n], outputTriangleIndices[n + 2], edges);
                                MaintainEdge(outputTriangleIndices[n + 1], outputTriangleIndices[n + 2], edges);
                                //Because fast removals are being used, the order is very important.
                                //It's pulling indices in from the end of the list in order, and also ensuring
                                //that we never issue a removal order beyond the end of the list.
                                outputTriangleIndices.FastRemoveAt(n + 2);
                                outputTriangleIndices.FastRemoveAt(n + 1);
                                outputTriangleIndices.FastRemoveAt(n);

                            }
                        }
                        //Create new triangles.
                        for (int n = 0; n < edges.Count; n += 2)
                        {
                            //For each edge, create a triangle with the extreme point.
                            newTriangles.Add(edges[n]);
                            newTriangles.Add(edges[n + 1]);
                            newTriangles.Add(maxIndex);
                        }
                        //Only verify the windings of the new triangles.
                        VerifyWindings(newTriangles, points, ref insidePoint);
                        outputTriangleIndices.AddRange(newTriangles);
                        newTriangles.Clear();

                        //Remove all points from the outsidePoints if they are inside the polyhedron
                        RemoveInsidePoints(points, outputTriangleIndices, outsidePoints);

                        //The list has been significantly messed with, so restart the loop.
                        break;
                    }
                }
            }


            CommonResources.GiveBack(outsidePoints);
            CommonResources.GiveBack(edges);
            CommonResources.GiveBack(toRemove);
            CommonResources.GiveBack(newTriangles);
        }
Пример #16
0
        public void Sort()
        {
            int[] testArray = Enumerable.Range(0, 10).ToArray();
            RawList<int> intList = new RawList<int>();

            intList.AddRange(testArray.Reverse().ToArray());
            CollectionAssert.AreEqual(testArray.Reverse(), intList);

            intList.Sort();
            CollectionAssert.AreEqual(testArray, intList);
        }