diff options
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r-- | source/blender/blenlib/intern/mesh_intersect.cc | 453 | ||||
-rw-r--r-- | source/blender/blenlib/tests/BLI_mesh_intersect_test.cc | 102 |
2 files changed, 107 insertions, 448 deletions
diff --git a/source/blender/blenlib/intern/mesh_intersect.cc b/source/blender/blenlib/intern/mesh_intersect.cc index 53c104aae09..fffc88525c1 100644 --- a/source/blender/blenlib/intern/mesh_intersect.cc +++ b/source/blender/blenlib/intern/mesh_intersect.cc @@ -519,7 +519,7 @@ class IMeshArena::IMeshArenaImpl : NonCopyable, NonMovable { IMeshArena::IMeshArena() { - pimpl_ = std::unique_ptr<IMeshArenaImpl>(std::make_unique<IMeshArenaImpl>()); + pimpl_ = std::unique_ptr<IMeshArenaImpl>(new IMeshArenaImpl()); } IMeshArena::~IMeshArena() @@ -1107,254 +1107,6 @@ static mpq2 project_3d_to_2d(const mpq3 &p3d, int proj_axis) } /** - Is a point in the interior of a 2d triangle or on one of its - * edges but not either endpoint of the edge? - * orient[pi][i] is the orientation test of the point pi against - * the side of the triangle starting at index i. - * Assume the triangle is non-degenerate and CCW-oriented. - * Then answer is true if p is left of or on all three of triangle a's edges, - * and strictly left of at least on of them. - */ -static bool non_trivially_2d_point_in_tri(const int orients[3][3], int pi) -{ - int p_left_01 = orients[pi][0]; - int p_left_12 = orients[pi][1]; - int p_left_20 = orients[pi][2]; - return (p_left_01 >= 0 && p_left_12 >= 0 && p_left_20 >= 0 && - (p_left_01 + p_left_12 + p_left_20) >= 2); -} - -/** - * Given orients as defined in non_trivially_2d_intersect, do the triangles - * overlap in a "hex" pattern? That is, the overlap region is a hexagon, which - * one gets by having, each point of one triangle being strictly right-of one - * edge of the other and strictly left of the other two edges; and vice versa. - * In addition, it must not be the case that all of the points of one triangle - * are totally on the outside of one edge of the other triangle, and vice versa. - */ -static bool non_trivially_2d_hex_overlap(int orients[2][3][3]) -{ - for (int ab = 0; ab < 2; ++ab) { - for (int i = 0; i < 3; ++i) { - bool ok = orients[ab][i][0] + orients[ab][i][1] + orients[ab][i][2] == 1 && - orients[ab][i][0] != 0 && orients[ab][i][1] != 0 && orients[i][2] != nullptr; - if (!ok) { - return false; - } - int s = orients[ab][0][i] + orients[ab][1][i] + orients[ab][2][i]; - if (s == -3) { - return false; - } - } - } - return true; -} - -/** - * Given orients as defined in non_trivially_2d_intersect, do the triangles - * have one shared edge in a "folded-over" configuration? - * As well as a shared edge, the third vertex of one triangle needs to be - * right-of one and left-of the other two edges of the other triangle. - */ -static bool non_trivially_2d_shared_edge_overlap(int orients[2][3][3], - const mpq2 *a[3], - const mpq2 *b[3]) -{ - for (int i = 0; i < 3; ++i) { - int in = (i + 1) % 3; - int inn = (i + 2) % 3; - for (int j = 0; j < 3; ++j) { - int jn = (j + 1) % 3; - int jnn = (j + 2) % 3; - if (*a[i] == *b[j] && *a[in] == *b[jn]) { - /* Edge from a[i] is shared with edge from b[j]. */ - /* See if a[inn] is right-of or on one of the other edges of b. - * If it is on, then it has to be right-of or left-of the shared edge, - * depending on which edge it is. */ - if (orients[0][inn][jn] < 0 || orients[0][inn][jnn] < 0) { - return true; - } - if (orients[0][inn][jn] == 0 && orients[0][inn][j] == 1) { - return true; - } - if (orients[0][inn][jnn] == 0 && orients[0][inn][j] == -1) { - return true; - } - /* Similarly for `b[jnn]`. */ - if (orients[1][jnn][in] < 0 || orients[1][jnn][inn] < 0) { - return true; - } - if (orients[1][jnn][in] == 0 && orients[1][jnn][i] == 1) { - return true; - } - if (orients[1][jnn][inn] == 0 && orients[1][jnn][i] == -1) { - return true; - } - } - } - } - return false; -} - -/** - * Are the triangles the same, perhaps with some permutation of vertices? - */ -static bool same_triangles(const mpq2 *a[3], const mpq2 *b[3]) -{ - for (int i = 0; i < 3; ++i) { - if (a[0] == b[i] && a[1] == b[(i + 1) % 3] && a[2] == b[(i + 2) % 3]) { - return true; - } - } - return false; -} - -/** - * Do 2d triangles (a[0], a[1], a[2]) and (b[0], b[1], b2[2]) intersect at more than just shared - * vertices or a shared edge? This is true if any point of one triangle is non-trivially inside the - * other. NO: that isn't quite sufficient: there is also the case where the verts are all mutually - * outside the other's triangle, but there is a hexagonal overlap region where they overlap. - */ -static bool non_trivially_2d_intersect(const mpq2 *a[3], const mpq2 *b[3]) -{ - /* TODO: Could experiment with trying bounding box tests before these. - * TODO: Find a less expensive way than 18 orient tests to do this. */ - - /* `orients[0][ai][bi]` is orient of point `a[ai]` compared to segment starting at `b[bi]`. - * `orients[1][bi][ai]` is orient of point `b[bi]` compared to segment starting at `a[ai]`. */ - int orients[2][3][3]; - for (int ab = 0; ab < 2; ++ab) { - for (int ai = 0; ai < 3; ++ai) { - for (int bi = 0; bi < 3; ++bi) { - if (ab == 0) { - orients[0][ai][bi] = orient2d(*b[bi], *b[(bi + 1) % 3], *a[ai]); - } - else { - orients[1][bi][ai] = orient2d(*a[ai], *a[(ai + 1) % 3], *b[bi]); - } - } - } - } - return non_trivially_2d_point_in_tri(orients[0], 0) || - non_trivially_2d_point_in_tri(orients[0], 1) || - non_trivially_2d_point_in_tri(orients[0], 2) || - non_trivially_2d_point_in_tri(orients[1], 0) || - non_trivially_2d_point_in_tri(orients[1], 1) || - non_trivially_2d_point_in_tri(orients[1], 2) || non_trivially_2d_hex_overlap(orients) || - non_trivially_2d_shared_edge_overlap(orients, a, b) || same_triangles(a, b); - return true; -} - -/** - * Does triangle t in tm non-trivially non-co-planar intersect any triangle - * in `CoplanarCluster cl`? Assume t is known to be in the same plane as all - * the triangles in cl, and that proj_axis is a good axis to project down - * to solve this problem in 2d. - */ -static bool non_trivially_coplanar_intersects(const IMesh &tm, - int t, - const CoplanarCluster &cl, - int proj_axis, - const Map<std::pair<int, int>, ITT_value> &itt_map) -{ - const Face &tri = *tm.face(t); - mpq2 v0 = project_3d_to_2d(tri[0]->co_exact, proj_axis); - mpq2 v1 = project_3d_to_2d(tri[1]->co_exact, proj_axis); - mpq2 v2 = project_3d_to_2d(tri[2]->co_exact, proj_axis); - if (orient2d(v0, v1, v2) != 1) { - mpq2 tmp = v1; - v1 = v2; - v2 = tmp; - } - for (const int cl_t : cl) { - if (!itt_map.contains(std::pair<int, int>(t, cl_t)) && - !itt_map.contains(std::pair<int, int>(cl_t, t))) { - continue; - } - const Face &cl_tri = *tm.face(cl_t); - mpq2 ctv0 = project_3d_to_2d(cl_tri[0]->co_exact, proj_axis); - mpq2 ctv1 = project_3d_to_2d(cl_tri[1]->co_exact, proj_axis); - mpq2 ctv2 = project_3d_to_2d(cl_tri[2]->co_exact, proj_axis); - if (orient2d(ctv0, ctv1, ctv2) != 1) { - mpq2 tmp = ctv1; - ctv1 = ctv2; - ctv2 = tmp; - } - const mpq2 *v[] = {&v0, &v1, &v2}; - const mpq2 *ctv[] = {&ctv0, &ctv1, &ctv2}; - if (non_trivially_2d_intersect(v, ctv)) { - return true; - } - } - return false; -} - -/* Keeping this code for a while, but for now, almost all - * trivial intersects are found before calling intersect_tri_tri now. - */ -# if 0 -/** - * Do tri1 and tri2 intersect at all, and if so, is the intersection - * something other than a common vertex or a common edge? - * The \a itt value is the result of calling intersect_tri_tri on tri1, tri2. - */ -static bool non_trivial_intersect(const ITT_value &itt, const Face * tri1, const Face * tri2) -{ - if (itt.kind == INONE) { - return false; - } - const Face * tris[2] = {tri1, tri2}; - if (itt.kind == IPOINT) { - bool has_p_as_vert[2] {false, false}; - for (int i = 0; i < 2; ++i) { - for (const Vert * v : *tris[i]) { - if (itt.p1 == v->co_exact) { - has_p_as_vert[i] = true; - break; - } - } - } - return !(has_p_as_vert[0] && has_p_as_vert[1]); - } - if (itt.kind == ISEGMENT) { - bool has_seg_as_edge[2] = {false, false}; - for (int i = 0; i < 2; ++i) { - const Face &t = *tris[i]; - for (int pos : t.index_range()) { - int nextpos = t.next_pos(pos); - if ((itt.p1 == t[pos]->co_exact && itt.p2 == t[nextpos]->co_exact) || - (itt.p2 == t[pos]->co_exact && itt.p1 == t[nextpos]->co_exact)) { - has_seg_as_edge[i] = true; - break; - } - } - } - return !(has_seg_as_edge[0] && has_seg_as_edge[1]); - } - BLI_assert(itt.kind == ICOPLANAR); - /* TODO: refactor this common code with code above. */ - int proj_axis = mpq3::dominant_axis(tri1->plane.norm_exact); - mpq2 tri_2d[2][3]; - for (int i = 0; i < 2; ++i) { - mpq2 v0 = project_3d_to_2d((*tris[i])[0]->co_exact, proj_axis); - mpq2 v1 = project_3d_to_2d((*tris[i])[1]->co_exact, proj_axis); - mpq2 v2 = project_3d_to_2d((*tris[i])[2]->co_exact, proj_axis); - if (mpq2::orient2d(v0, v1, v2) != 1) { - mpq2 tmp = v1; - v1 = v2; - v2 = tmp; - } - tri_2d[i][0] = v0; - tri_2d[i][1] = v1; - tri_2d[i][2] = v2; - } - const mpq2 *va[] = {&tri_2d[0][0], &tri_2d[0][1], &tri_2d[0][2]}; - const mpq2 *vb[] = {&tri_2d[1][0], &tri_2d[1][1], &tri_2d[1][2]}; - return non_trivially_2d_intersect(va, vb); -} -# endif - -/** * The sup and index functions are defined in the paper: * EXACT GEOMETRIC COMPUTATION USING CASCADING, by * Burnikel, Funke, and Seel. They are used to find absolute @@ -1414,119 +1166,6 @@ constexpr int index_dot_plane_coords = 15; */ constexpr int index_dot_cross = 11; -/* Not using this at the moment. Leaving it for a bit in case we want it again. */ -# if 0 -static double supremum_dot(const double3 &a, const double3 &b) -{ - double3 abs_a = double3::abs(a); - double3 abs_b = double3::abs(b); - return double3::dot(abs_a, abs_b); -} - -static double supremum_orient3d(const double3 &a, - const double3 &b, - const double3 &c, - const double3 &d) -{ - double3 abs_a = double3::abs(a); - double3 abs_b = double3::abs(b); - double3 abs_c = double3::abs(c); - double3 abs_d = double3::abs(d); - double adx = abs_a[0] + abs_d[0]; - double bdx = abs_b[0] + abs_d[0]; - double cdx = abs_c[0] + abs_d[0]; - double ady = abs_a[1] + abs_d[1]; - double bdy = abs_b[1] + abs_d[1]; - double cdy = abs_c[1] + abs_d[1]; - double adz = abs_a[2] + abs_d[2]; - double bdz = abs_b[2] + abs_d[2]; - double cdz = abs_c[2] + abs_d[2]; - - double bdxcdy = bdx * cdy; - double cdxbdy = cdx * bdy; - - double cdxady = cdx * ady; - double adxcdy = adx * cdy; - - double adxbdy = adx * bdy; - double bdxady = bdx * ady; - - double det = adz * (bdxcdy + cdxbdy) + bdz * (cdxady + adxcdy) + cdz * (adxbdy + bdxady); - return det; -} - -/** Actually index_orient3d = 10 + 4 * (max degree of input coordinates) */ -constexpr int index_orient3d = 14; - -/** - * Return the approximate orient3d of the four double3's, with - * the guarantee that if the value is -1 or 1 then the underlying - * mpq3 test would also have returned that value. - * When the return value is 0, we are not sure of the sign. - */ -static int filter_orient3d(const double3 &a, const double3 &b, const double3 &c, const double3 &d) -{ - double o3dfast = orient3d_fast(a, b, c, d); - if (o3dfast == 0.0) { - return 0; - } - double err_bound = supremum_orient3d(a, b, c, d) * index_orient3d * DBL_EPSILON; - if (fabs(o3dfast) > err_bound) { - return o3dfast > 0.0 ? 1 : -1; - } - return 0; -} - -/** - * Return the approximate orient3d of the triangle plane points and v, with - * the guarantee that if the value is -1 or 1 then the underlying - * mpq3 test would also have returned that value. - * When the return value is 0, we are not sure of the sign. - */ -static int filter_tri_plane_vert_orient3d(const Face &tri, const Vert *v) -{ - return filter_orient3d(tri[0]->co, tri[1]->co, tri[2]->co, v->co); -} - -/** - * Are vectors a and b parallel or nearly parallel? - * This routine should only return false if we are certain - * that they are not parallel, taking into account the - * possible numeric errors and input value approximation. - */ -static bool near_parallel_vecs(const double3 &a, const double3 &b) -{ - double3 cr = double3::cross_high_precision(a, b); - double cr_len_sq = cr.length_squared(); - if (cr_len_sq == 0.0) { - return true; - } - double err_bound = supremum_dot_cross(a, b) * index_dot_cross * DBL_EPSILON; - if (cr_len_sq > err_bound) { - return false; - } - return true; -} - -/** - * Return true if we are sure that dot(a,b) > 0, taking into - * account the error bounds due to numeric errors and input value - * approximation. - */ -static bool dot_must_be_positive(const double3 &a, const double3 &b) -{ - double d = double3::dot(a, b); - if (d <= 0.0) { - return false; - } - double err_bound = supremum_dot(a, b) * index_dot_plane_coords * DBL_EPSILON; - if (d > err_bound) { - return true; - } - return false; -} -# endif - /** * Return the approximate side of point p on a plane with normal plane_no and point plane_p. * The answer will be 1 if p is definitely above the plane, -1 if it is definitely below. @@ -1556,83 +1195,6 @@ static int filter_plane_side(const double3 &p, return 0; } -/* Not using this at the moment. Leave it here for a while in case we want it again. */ -# if 0 -/** - * A fast, non-exhaustive test for non_trivial intersection. - * If this returns false then we are sure that tri1 and tri2 - * do not intersect. If it returns true, they may or may not - * non-trivially intersect. - * We assume that bounding box overlap tests have already been - * done, so don't repeat those here. This routine is checking - * for the very common cases (when doing mesh self-intersect) - * where triangles share an edge or a vertex, but don't - * otherwise intersect. - */ -static bool may_non_trivially_intersect(Face *t1, Face *t2) -{ - Face &tri1 = *t1; - Face &tri2 = *t2; - BLI_assert(t1->plane_populated() && t2->plane_populated()); - Face::FacePos share1_pos[3]; - Face::FacePos share2_pos[3]; - int n_shared = 0; - for (Face::FacePos p1 = 0; p1 < 3; ++p1) { - const Vert *v1 = tri1[p1]; - for (Face::FacePos p2 = 0; p2 < 3; ++p2) { - const Vert *v2 = tri2[p2]; - if (v1 == v2) { - share1_pos[n_shared] = p1; - share2_pos[n_shared] = p2; - ++n_shared; - } - } - } - if (n_shared == 2) { - /* t1 and t2 share an entire edge. - * If their normals are not parallel, they cannot non-trivially intersect. */ - if (!near_parallel_vecs(tri1.plane->norm, tri2.plane->norm)) { - return false; - } - /* The normals are parallel or nearly parallel. - * If the normals are in the same direction and the edges have opposite - * directions in the two triangles, they cannot non-trivially intersect. */ - bool erev1 = tri1.prev_pos(share1_pos[0]) == share1_pos[1]; - bool erev2 = tri2.prev_pos(share2_pos[0]) == share2_pos[1]; - if (erev1 != erev2) { - if (dot_must_be_positive(tri1.plane->norm, tri2.plane->norm)) { - return false; - } - } - } - else if (n_shared == 1) { - /* t1 and t2 share a vertex, but not an entire edge. - * If the two non-shared verts of t2 are both on the same - * side of tri1's plane, then they cannot non-trivially intersect. - * (There are some other cases that could be caught here but - * they are more expensive to check). */ - Face::FacePos p = share2_pos[0]; - const Vert *v2a = p == 0 ? tri2[1] : tri2[0]; - const Vert *v2b = (p == 0 || p == 1) ? tri2[2] : tri2[1]; - int o1 = filter_tri_plane_vert_orient3d(tri1, v2a); - int o2 = filter_tri_plane_vert_orient3d(tri1, v2b); - if (o1 == o2 && o1 != 0) { - return false; - } - p = share1_pos[0]; - const Vert *v1a = p == 0 ? tri1[1] : tri1[0]; - const Vert *v1b = (p == 0 || p == 1) ? tri1[2] : tri1[1]; - o1 = filter_tri_plane_vert_orient3d(tri2, v1a); - o2 = filter_tri_plane_vert_orient3d(tri2, v1b); - if (o1 == o2 && o1 != 0) { - return false; - } - } - /* We weren't able to prove that any intersection is trivial. */ - return true; -} -# endif - /* * interesect_tri_tri and helper functions. * This code uses the algorithm of Guigue and Devillers, as described @@ -2460,12 +2022,12 @@ class TriOverlaps { if (two_trees_no_self) { BLI_bvhtree_balance(tree_b_); /* Don't expect a lot of trivial intersects in this case. */ - overlap_ = BLI_bvhtree_overlap(tree_, tree_b_, &overlap_tot_, nullptr, nullptr); + overlap_ = BLI_bvhtree_overlap(tree_, tree_b_, &overlap_tot_, NULL, NULL); } else { CBData cbdata{tm, shape_fn, nshapes, use_self}; if (nshapes == 1) { - overlap_ = BLI_bvhtree_overlap(tree_, tree_, &overlap_tot_, nullptr, nullptr); + overlap_ = BLI_bvhtree_overlap(tree_, tree_, &overlap_tot_, NULL, NULL); } else { overlap_ = BLI_bvhtree_overlap( @@ -2637,7 +2199,8 @@ struct SubdivideTrisData { tm(tm), itt_map(itt_map), overlap(overlap), - arena(arena) + arena(arena), + overlap_tri_range{} { } }; @@ -2851,7 +2414,6 @@ static CoplanarClusterInfo find_clusters(const IMesh &tm, if (dbg_level > 0) { std::cout << "already has " << curcls.size() << " clusters\n"; } - int proj_axis = mpq3::dominant_axis(tplane.norm_exact); /* Partition `curcls` into those that intersect t non-trivially, and those that don't. */ Vector<CoplanarCluster *> int_cls; Vector<CoplanarCluster *> no_int_cls; @@ -2859,8 +2421,7 @@ static CoplanarClusterInfo find_clusters(const IMesh &tm, if (dbg_level > 1) { std::cout << "consider intersecting with cluster " << cl << "\n"; } - if (bbs_might_intersect(tri_bb[t], cl.bounding_box()) && - non_trivially_coplanar_intersects(tm, t, cl, proj_axis, itt_map)) { + if (bbs_might_intersect(tri_bb[t], cl.bounding_box())) { if (dbg_level > 1) { std::cout << "append to int_cls\n"; } @@ -3316,6 +2877,6 @@ static void dump_perfdata(void) } # endif -}; // namespace blender::meshintersect +} // namespace blender::meshintersect #endif // WITH_GMP diff --git a/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc b/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc index 7b0f05444e2..fef4a52d9c9 100644 --- a/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc +++ b/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc @@ -968,6 +968,7 @@ static void fill_grid_data(int x_subdiv, bool triangulate, double size, const double3 ¢er, + double rot_deg, MutableSpan<Face *> face, int vid_start, int fid_start, @@ -991,11 +992,19 @@ static void fill_grid_data(int x_subdiv, double delta_x = size / (x_subdiv - 1); double delta_y = size / (y_subdiv - 1); int vid = vid_start; + double cos_rot = cosf(rot_deg * M_PI / 180.0); + double sin_rot = sinf(rot_deg * M_PI / 180.0); for (int iy = 0; iy < y_subdiv; ++iy) { + double yy = iy * delta_y - r; for (int ix = 0; ix < x_subdiv; ++ix) { - double x = center[0] - r + ix * delta_x; - double y = center[1] - r + iy * delta_y; + double xx = ix * delta_x - r; + double x = center[0] + xx; + double y = center[1] + yy; double z = center[2]; + if (rot_deg != 0.0) { + x = center[0] + xx * cos_rot - yy * sin_rot; + y = center[1] + xx * sin_rot + yy * cos_rot; + } const Vert *v = arena->add_or_find_vert(mpq3(x, y, z), vid++); vert[vert_index_fn(ix, iy)] = v; } @@ -1059,6 +1068,7 @@ static void spheregrid_test(int nrings, int grid_level, double z_offset, bool us true, 4.0, double3(0, 0, 0), + 0.0, MutableSpan<Face *>(tris.begin() + num_sphere_tris, num_grid_tris), num_sphere_verts, num_sphere_tris, @@ -1085,16 +1095,104 @@ static void spheregrid_test(int nrings, int grid_level, double z_offset, bool us BLI_task_scheduler_exit(); } +static void gridgrid_test(int x_level_1, + int y_level_1, + int x_level_2, + int y_level_2, + double x_off, + double y_off, + double rot_deg, + bool use_self) +{ + /* Make two grids, each 4x4, with given subdivision levels in x and y, + * and the second offset from the first by x_off, y_off, and rotated by rot_deg degrees. */ + BLI_task_scheduler_init(); /* Without this, no parallelism. */ + double time_start = PIL_check_seconds_timer(); + IMeshArena arena; + int x_subdivs_1 = 1 << x_level_1; + int y_subdivs_1 = 1 << y_level_1; + int x_subdivs_2 = 1 << x_level_2; + int y_subdivs_2 = 1 << y_level_2; + int num_grid_verts_1; + int num_grid_verts_2; + int num_grid_tris_1; + int num_grid_tris_2; + get_grid_params(x_subdivs_1, y_subdivs_1, true, &num_grid_verts_1, &num_grid_tris_1); + get_grid_params(x_subdivs_2, y_subdivs_2, true, &num_grid_verts_2, &num_grid_tris_2); + Array<Face *> tris(num_grid_tris_1 + num_grid_tris_2); + arena.reserve(num_grid_verts_1 + num_grid_verts_2, num_grid_tris_1 + num_grid_tris_2); + fill_grid_data(x_subdivs_1, + y_subdivs_1, + true, + 4.0, + double3(0, 0, 0), + 0.0, + MutableSpan<Face *>(tris.begin(), num_grid_tris_1), + 0, + 0, + &arena); + fill_grid_data(x_subdivs_2, + y_subdivs_2, + true, + 4.0, + double3(x_off, y_off, 0), + rot_deg, + MutableSpan<Face *>(tris.begin() + num_grid_tris_1, num_grid_tris_2), + num_grid_verts_1, + num_grid_tris_1, + &arena); + IMesh mesh(tris); + double time_create = PIL_check_seconds_timer(); + // write_obj_mesh(mesh, "gridgrid_in"); + IMesh out; + if (use_self) { + out = trimesh_self_intersect(mesh, &arena); + } + else { + int nf = num_grid_tris_1; + out = trimesh_nary_intersect( + mesh, 2, [nf](int t) { return t < nf ? 0 : 1; }, false, &arena); + } + double time_intersect = PIL_check_seconds_timer(); + std::cout << "Create time: " << time_create - time_start << "\n"; + std::cout << "Intersect time: " << time_intersect - time_create << "\n"; + std::cout << "Total time: " << time_intersect - time_start << "\n"; + if (DO_OBJ) { + write_obj_mesh(out, "gridgrid"); + } + BLI_task_scheduler_exit(); +} + TEST(mesh_intersect_perf, SphereSphere) { spheresphere_test(512, 0.5, false); } +TEST(mesh_intersect_perf, SphereSphereSelf) +{ + spheresphere_test(64, 0.5, true); +} + TEST(mesh_intersect_perf, SphereGrid) { spheregrid_test(512, 4, 0.1, false); } +TEST(mesh_intersect_perf, SphereGridSelf) +{ + spheregrid_test(64, 4, 0.1, true); +} + +TEST(mesh_intersect_perf, GridGrid) +{ + gridgrid_test(8, 2, 4, 2, 0.1, 0.1, 0.0, false); +} + +TEST(mesh_intersect_perf, GridGridTilt) +{ + gridgrid_test(8, 2, 4, 2, 0.0, 0.0, 1.0, false); +} + # endif } // namespace blender::meshintersect::tests |