public void SplitEdge_ShouldWorkOnSimpleQuad() { // Arrange var positions = new[] { new Vec3d(0, 0, 0), new Vec3d(1, 0, 0), new Vec3d(1, 1, 0), new Vec3d(0, 1, 0), }; var rand = new Random(); Mesh.Core.Mesh mesh = null; for (int i = 0; i < 100; i++) { mesh = Mesh.Core.Mesh.CreateSingleFace(positions); // Act var index = rand.Next(0, 4); var param = rand.Next(2, 8) / 10.0; mesh.SplitEdge(index, param, out _); // Assert Assert.AreEqual(1, mesh.FaceCount); Assert.AreEqual(5, mesh.VertexCount); Assert.AreEqual(10, mesh.HalfEdgeCount); } SimpleExporter.Export("D:\\Git\\PolygonMesh\\PolygonMesh.Library.Tests\\Resources\\test.obj", mesh); }
public void SplitFace_And_SplitEdge_Together_Can_Turn_Simple_Quad_Into_Two_Rectangles() { // Arrange var positions = new[] { new Vec3d(0, 0, 0), new Vec3d(1, 0, 0), new Vec3d(1, 1, 0), new Vec3d(0, 1, 0), }; Mesh.Core.Mesh mesh = Mesh.Core.Mesh.CreateSingleFace(positions); // Act mesh.SplitEdge(0, 0, 0.5, out _); mesh.SplitEdge(0, 3, 0.5, out _); mesh.SplitFace(0, 1, 4, out _); // Assert //Assert.AreEqual(6, mesh.VertexCount); //Assert.AreEqual(14, mesh.HalfEdgeCount); //Assert.AreEqual(2, mesh.FaceCount); SimpleExporter.Export("D:\\Git\\PolygonMesh\\PolygonMesh.Library.Tests\\Resources\\test.obj", mesh); }
public void SplitFace_And_SplitEdge_Together_Can_Create_Complex_Mesh() { // building the mesh from this: https://w3.cs.jmu.edu/bowersjc/page/courses/spring17/cs480/labs/images/final_dcel.png // Arrange var positions = new[] { new Vec3d(0, 0, 0), new Vec3d(2, 0, 0), new Vec3d(2, 1, 0), new Vec3d(0, 1, 0), }; Mesh.Core.Mesh mesh = Mesh.Core.Mesh.CreateSingleFace(positions); // Act // split in half mesh.SplitEdge(0, 0, 0.5, out var firstEdgeIndices); mesh.SplitEdge(0, 3, 0.5, out var secondEdgeIndices); mesh.SplitFace(0, firstEdgeIndices.Item2, secondEdgeIndices.Item2, out _); // split right quad in two triangles mesh.SplitFace(0, 0, 2, out _); // split left quad in three triangles mesh.SplitEdge(1, 0, 0.5, out firstEdgeIndices); mesh.SplitFace(1, firstEdgeIndices.Item2, 3, out var facePartIndices); mesh.SplitFace(facePartIndices.Item2, 1, 3, out facePartIndices); // split middle triangle of split left quad in half mesh.SplitEdge(facePartIndices.Item2, 0, 0.5, out firstEdgeIndices); mesh.SplitEdge(facePartIndices.Item2, 3, 0.5, out secondEdgeIndices); mesh.SplitFace(facePartIndices.Item2, firstEdgeIndices.Item2, secondEdgeIndices.Item2, out facePartIndices); // split lower quad of split triangle in half mesh.SplitEdge(facePartIndices.Item1, 0, 0.5, out firstEdgeIndices); mesh.SplitEdge(facePartIndices.Item1, 3, 0.5, out secondEdgeIndices); mesh.SplitFace(facePartIndices.Item1, firstEdgeIndices.Item2, secondEdgeIndices.Item2, out _); // Assert Assert.AreEqual(11, mesh.VertexCount); Assert.AreEqual(7, mesh.FaceCount); Assert.AreEqual(38, mesh.HalfEdgeCount); // i think it should be 34 instead SimpleExporter.Export("D:\\Git\\PolygonMesh\\PolygonMesh.Library.Tests\\Resources\\test.obj", mesh); }