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WIP: own AABBTreeIndirect, builds up the tree 4x quicker than libigl.
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tests/libslic3r/test_aabbindirect.cpp
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61
tests/libslic3r/test_aabbindirect.cpp
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#include <catch2/catch.hpp>
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#include <test_utils.hpp>
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/AABBTreeIndirect.hpp>
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using namespace Slic3r;
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TEST_CASE("Building a tree over a box, ray caster and closest query", "[AABBIndirect]")
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{
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TriangleMesh tmesh = make_cube(1., 1., 1.);
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tmesh.repair();
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auto tree = AABBTreeIndirect::build_aabb_tree(tmesh.its.vertices, tmesh.its.indices);
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REQUIRE(! tree.empty());
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igl::Hit hit;
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bool intersected = AABBTreeIndirect::intersect_ray_first_hit(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.5, 0.5, -5.),
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Vec3d(0., 0., 1.),
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hit);
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REQUIRE(intersected);
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REQUIRE(hit.t == Approx(5.));
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std::vector<igl::Hit> hits;
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bool intersected2 = AABBTreeIndirect::intersect_ray_all_hits(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.3, 0.5, -5.),
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Vec3d(0., 0., 1.),
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hits);
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REQUIRE(intersected2);
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REQUIRE(hits.size() == 2);
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REQUIRE(hits.front().t == Approx(5.));
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REQUIRE(hits.back().t == Approx(6.));
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size_t hit_idx;
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Vec3d closest_point;
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double squared_distance = AABBTreeIndirect::squared_distance(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.3, 0.5, -5.),
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hit_idx, closest_point);
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REQUIRE(squared_distance == Approx(5. * 5.));
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REQUIRE(closest_point.x() == Approx(0.3));
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REQUIRE(closest_point.y() == Approx(0.5));
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REQUIRE(closest_point.z() == Approx(0.));
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squared_distance = AABBTreeIndirect::squared_distance(
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tmesh.its.vertices, tmesh.its.indices,
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tree,
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Vec3d(0.3, 0.5, 5.),
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hit_idx, closest_point);
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REQUIRE(squared_distance == Approx(4. * 4.));
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REQUIRE(closest_point.x() == Approx(0.3));
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REQUIRE(closest_point.y() == Approx(0.5));
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REQUIRE(closest_point.z() == Approx(1.));
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}
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