OrcaSlicer/tests/libslic3r/test_indexed_triangle_set.cpp
coryrc 52c2a85d28
Fix tests (#10906)
* Get libslic3r tests closer to passing

I can't get geometry tests to do anything useful. I've added extra
output, but it hasn't helped me figure out why they don't work
yet. That's also probably the last broken 3mf test doesn't work.

The config tests were mostly broken because of config name changes.

The placeholder_parser tests have some things that may-or-may-not
still apply to Orca.

* Vendor a 3.x version of Catch2

Everything is surely broken at this point.

* Allow building tests separately from Orca with build_linux.sh

* Remove unnecessary log message screwing up ctest

Same solution as Prusaslicer

* Make 2 TriangleMesh methods const

Since they can be.

* Move method comment to the header where it belongsc

* Add indirectly-included header directly

Transform3d IIRC

* libslic3r tests converted to Catch2 v3

Still has 3 failing tests, but builds and runs.

* Disable 2D convex hull test and comment what I've learned

Not sure the best way to solve this yet.

* Add diff compare method for DynamicConfig

Help the unit test report errors better.

* Perl no longer used, remove comment line

* Clang-format Config.?pp

So difficult to work with ATM

* Remove cpp17 unit tests

Who gives a shit

* Don't need explicit "example" test

We have lots of tests to serve as examples.

* Leave breadcrumb to enable sla_print tests

* Fix serialization of DynamicConfig

Add comments to test, because these code paths might not be even used
anymore.

* Update run_unit_tests to run all the tests

By the time I'm done with the PR all tests will either excluded by
default or passing, so just do all.

* Update how-to-test now that build_linux.sh builds tests separately

* Update cmake regenerate instructions

Read this online; hopefully works.

* Enable slic3rutils test with Catch2 v3

* Port libnest2d and fff_print to Catch2 v3

They build. Many failing.

* Add slightly more info to Objects not fit on bed exception

* Disable failing fff_print tests from running

They're mostly failing for "objects don't fit on bed" for an
infinite-sized bed. Given infinite bed is probably only used in tests,
it probably was incidentally broken long ago.

* Must checkout tests directory in GH Actions

So we get the test data

* Missed a failing fff_print test

* Disable (most/all) broken libnest2d tests

Trying all, not checking yet though

* Fix Polygon convex/concave detection tests

Document the implementation too. Reorganize the tests to be cleaner.

* Update the test script to run tests in parallel

* Get sla_print tests to build

Probably not passing

* Don't cause full project rebuild when updating test CMakeLists.txts

* Revert "Clang-format Config.?pp"

This reverts commit 771e4c0ad2.

---------

Co-authored-by: SoftFever <softfeverever@gmail.com>
2025-12-08 22:42:11 +08:00

312 lines
10 KiB
C++

#include <iostream>
#include <fstream>
#include <random>
#include <catch2/catch_all.hpp>
#include "libslic3r/TriangleMesh.hpp"
using namespace Slic3r;
TEST_CASE("Split empty mesh", "[its_split][its]") {
using namespace Slic3r;
indexed_triangle_set its;
std::vector<indexed_triangle_set> res = its_split(its);
REQUIRE(res.empty());
}
TEST_CASE("Split simple mesh consisting of one part", "[its_split][its]") {
using namespace Slic3r;
auto cube = its_make_cube(10., 10., 10.);
std::vector<indexed_triangle_set> res = its_split(cube);
REQUIRE(res.size() == 1);
REQUIRE(res.front().indices.size() == cube.indices.size());
REQUIRE(res.front().vertices.size() == cube.vertices.size());
}
void debug_write_obj(const std::vector<indexed_triangle_set> &res, const std::string &name)
{
#ifndef NDEBUG
size_t part_idx = 0;
for (auto &part_its : res) {
its_write_obj(part_its, (name + std::to_string(part_idx++) + ".obj").c_str());
}
#endif
}
TEST_CASE("Split two non-watertight mesh", "[its_split][its]") {
using namespace Slic3r;
auto cube1 = its_make_cube(10., 10., 10.);
cube1.indices.pop_back();
auto cube2 = cube1;
its_transform(cube1, identity3f().translate(Vec3f{-5.f, 0.f, 0.f}));
its_transform(cube2, identity3f().translate(Vec3f{5.f, 0.f, 0.f}));
its_merge(cube1, cube2);
std::vector<indexed_triangle_set> res = its_split(cube1);
REQUIRE(res.size() == 2);
REQUIRE(res[0].indices.size() == res[1].indices.size());
REQUIRE(res[0].indices.size() == cube2.indices.size());
REQUIRE(res[0].vertices.size() == res[1].vertices.size());
REQUIRE(res[0].vertices.size() == cube2.vertices.size());
debug_write_obj(res, "parts_non_watertight");
}
TEST_CASE("Split non-manifold mesh", "[its_split][its]") {
using namespace Slic3r;
auto cube = its_make_cube(10., 10., 10.), cube_low = cube;
its_transform(cube_low, identity3f().translate(Vec3f{10.f, 10.f, 10.f}));
its_merge(cube, cube_low);
its_merge_vertices(cube);
std::vector<indexed_triangle_set> res = its_split(cube);
REQUIRE(res.size() == 2);
REQUIRE(res[0].indices.size() == res[1].indices.size());
REQUIRE(res[0].indices.size() == cube_low.indices.size());
REQUIRE(res[0].vertices.size() == res[1].vertices.size());
REQUIRE(res[0].vertices.size() == cube_low.vertices.size());
debug_write_obj(res, "cubes_non_manifold");
}
TEST_CASE("Split two watertight meshes", "[its_split][its]") {
using namespace Slic3r;
auto sphere1 = its_make_sphere(10., 2 * PI / 200.), sphere2 = sphere1;
its_transform(sphere1, identity3f().translate(Vec3f{-5.f, 0.f, 0.f}));
its_transform(sphere2, identity3f().translate(Vec3f{5.f, 0.f, 0.f}));
its_merge(sphere1, sphere2);
std::vector<indexed_triangle_set> res = its_split(sphere1);
REQUIRE(res.size() == 2);
REQUIRE(res[0].indices.size() == res[1].indices.size());
REQUIRE(res[0].indices.size() == sphere2.indices.size());
REQUIRE(res[0].vertices.size() == res[1].vertices.size());
REQUIRE(res[0].vertices.size() == sphere2.vertices.size());
debug_write_obj(res, "parts_watertight");
}
#include <libslic3r/QuadricEdgeCollapse.hpp>
static float triangle_area(const Vec3f &v0, const Vec3f &v1, const Vec3f &v2)
{
Vec3f ab = v1 - v0;
Vec3f ac = v2 - v0;
return ab.cross(ac).norm() / 2.f;
}
static float triangle_area(const stl_triangle_vertex_indices &triangle_indices, const std::vector<Vec3f> &vertices)
{
return triangle_area(vertices[triangle_indices[0]],
vertices[triangle_indices[1]],
vertices[triangle_indices[2]]);
}
#if 0
// clang complains about unused functions
static std::mt19937 create_random_generator() {
std::random_device rd;
std::mt19937 gen(rd());
return gen;
}
#endif
std::vector<Vec3f> its_sample_surface(const indexed_triangle_set &its,
double sample_per_mm2,
std::mt19937 random_generator) // = create_random_generator())
{
std::vector<Vec3f> samples;
std::uniform_real_distribution<float> rand01(0.f, 1.f);
for (const auto &triangle_indices : its.indices) {
float area = triangle_area(triangle_indices, its.vertices);
float countf;
float fractional = std::modf(area * sample_per_mm2, &countf);
int count = static_cast<int>(countf);
float generate = rand01(random_generator);
if (generate < fractional) ++count;
if (count == 0) continue;
const Vec3f &v0 = its.vertices[triangle_indices[0]];
const Vec3f &v1 = its.vertices[triangle_indices[1]];
const Vec3f &v2 = its.vertices[triangle_indices[2]];
for (int c = 0; c < count; c++) {
// barycentric coordinate
Vec3f b;
b[0] = rand01(random_generator);
b[1] = rand01(random_generator);
if ((b[0] + b[1]) > 1.f) {
b[0] = 1.f - b[0];
b[1] = 1.f - b[1];
}
b[2] = 1.f - b[0] - b[1];
Vec3f pos;
for (int i = 0; i < 3; i++) {
pos[i] = b[0] * v0[i] + b[1] * v1[i] + b[2] * v2[i];
}
samples.push_back(pos);
}
}
return samples;
}
#include "libslic3r/AABBTreeIndirect.hpp"
struct CompareConfig
{
float max_distance = 3.f;
float max_average_distance = 2.f;
};
bool is_similar(const indexed_triangle_set &from,
const indexed_triangle_set &to,
const CompareConfig &cfg)
{
// create ABBTree
auto tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(
from.vertices, from.indices);
float sum_distance = 0.f;
float max_distance = 0.f;
auto collect_distances = [&](const Vec3f &surface_point) {
size_t hit_idx;
Vec3f hit_point;
float distance2 =
AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
from.vertices, from.indices, tree, surface_point, hit_idx, hit_point);
float distance = sqrt(distance2);
if (max_distance < distance) max_distance = distance;
sum_distance += distance;
};
for (const Vec3f &vertex : to.vertices) {
collect_distances(vertex);
}
for (const Vec3i32 &t : to.indices) {
Vec3f center(0,0,0);
for (size_t i = 0; i < 3; ++i) {
center += to.vertices[t[i]] / 3;
}
collect_distances(center);
}
size_t count = to.vertices.size() + to.indices.size();
float avg_distance = sum_distance / count;
if (avg_distance > cfg.max_average_distance ||
max_distance > cfg.max_distance)
return false;
return true;
}
TEST_CASE("Reduce one edge by Quadric Edge Collapse", "[its]")
{
indexed_triangle_set its;
its.vertices = {Vec3f(-1.f, 0.f, 0.f), Vec3f(0.f, 1.f, 0.f),
Vec3f(1.f, 0.f, 0.f), Vec3f(0.f, 0.f, 1.f),
// vertex to be removed
Vec3f(0.9f, .1f, -.1f)};
its.indices = {Vec3i32(1, 0, 3), Vec3i32(2, 1, 3), Vec3i32(0, 2, 3),
Vec3i32(0, 1, 4), Vec3i32(1, 2, 4), Vec3i32(2, 0, 4)};
// edge to remove is between vertices 2 and 4 on trinagles 4 and 5
indexed_triangle_set its_ = its; // copy
// its_write_obj(its, "tetrhedron_in.obj");
uint32_t wanted_count = its.indices.size() - 1;
its_quadric_edge_collapse(its, wanted_count);
// its_write_obj(its, "tetrhedron_out.obj");
CHECK(its.indices.size() == 4);
CHECK(its.vertices.size() == 4);
for (size_t i = 0; i < 3; i++) {
CHECK(its.indices[i] == its_.indices[i]);
}
for (size_t i = 0; i < 4; i++) {
if (i == 2) continue;
CHECK(its.vertices[i] == its_.vertices[i]);
}
const Vec3f &v = its.vertices[2]; // new vertex
const Vec3f &v2 = its_.vertices[2]; // moved vertex
const Vec3f &v4 = its_.vertices[4]; // removed vertex
for (size_t i = 0; i < 3; i++) {
bool is_between = (v[i] < v4[i] && v[i] > v2[i]) ||
(v[i] > v4[i] && v[i] < v2[i]);
CHECK(is_between);
}
CompareConfig cfg;
cfg.max_average_distance = 0.014f;
cfg.max_distance = 0.75f;
CHECK(is_similar(its, its_, cfg));
CHECK(is_similar(its_, its, cfg));
}
#include "test_utils.hpp"
TEST_CASE("Simplify mesh by Quadric edge collapse to 5%", "[its]")
{
TriangleMesh mesh = load_model("frog_legs.obj");
double original_volume = its_volume(mesh.its);
uint32_t wanted_count = mesh.its.indices.size() * 0.05;
REQUIRE_FALSE(mesh.empty());
indexed_triangle_set its = mesh.its; // copy
float max_error = std::numeric_limits<float>::max();
its_quadric_edge_collapse(its, wanted_count, &max_error);
//its_write_obj(its, "frog_legs_qec.obj");
CHECK(its.indices.size() <= wanted_count);
double volume = its_volume(its);
CHECK(fabs(original_volume - volume) < 33.);
CompareConfig cfg;
cfg.max_average_distance = 0.043f;
cfg.max_distance = 0.32f;
CHECK(is_similar(mesh.its, its, cfg));
CHECK(is_similar(its, mesh.its, cfg));
}
bool exist_triangle_with_twice_vertices(const std::vector<stl_triangle_vertex_indices>& indices)
{
for (const auto &face : indices)
if (face[0] == face[1] ||
face[0] == face[2] ||
face[1] == face[2]) return true;
return false;
}
TEST_CASE("Simplify trouble case", "[its]")
{
TriangleMesh tm = load_model("simplification.obj");
REQUIRE_FALSE(tm.empty());
float max_error = std::numeric_limits<float>::max();
uint32_t wanted_count = 0;
its_quadric_edge_collapse(tm.its, wanted_count, &max_error);
CHECK(!exist_triangle_with_twice_vertices(tm.its.indices));
}
TEST_CASE("Simplified cube should not be empty.", "[its]")
{
auto its = its_make_cube(1, 2, 3);
float max_error = std::numeric_limits<float>::max();
uint32_t wanted_count = 0;
its_quadric_edge_collapse(its, wanted_count, &max_error);
CHECK(!its.indices.empty());
}