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74 lines
2.9 KiB
C++
74 lines
2.9 KiB
C++
#include <catch2/catch_all.hpp>
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#include <algorithm>
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#include <utility>
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#include <vector>
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#include "libslic3r/TriangleMesh.hpp"
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#include "libslic3r/Polygon.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include "libslic3r/Point.hpp"
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#include <catch2/catch_test_macros.hpp>
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#include <catch2/matchers/catch_matchers.hpp>
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#include <catch2/matchers/catch_matchers_floating_point.hpp>
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#include "libslic3r/Model.hpp"
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#include "libslic3r/Geometry.hpp"
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using namespace Slic3r;
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// convex_hull_2d does not clip geometry below the bed, so these cases avoid
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// sinking transforms.
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TEST_CASE("A part's 2D convex hull is its footprint projected onto the bed", "[Model]")
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{
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Model model;
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ModelObject* object = model.add_object();
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// Keep the cube's raw coordinates ([0,20] on every axis): the default
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// add_volume re-centers the geometry, which would move the footprint.
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object->add_volume(make_cube(20, 20, 20), ModelVolumeType::MODEL_PART, false);
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SECTION("identity transform yields the 20 mm square") {
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const Polygon hull = object->convex_hull_2d(Geometry::Transformation{}.get_matrix());
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const BoundingBox bb = hull.bounding_box();
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CHECK(hull.size() == 4);
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CHECK(bb.min.x() == scaled(0.));
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CHECK(bb.min.y() == scaled(0.));
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CHECK(bb.max.x() == scaled(20.));
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CHECK(bb.max.y() == scaled(20.));
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}
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SECTION("scaling and offset move and grow the footprint") {
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Geometry::Transformation t;
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t.set_scaling_factor({2, 2, 2}); // cube now spans [0,40]
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t.set_offset({10, 5, 0}); // then shift +10 in X, +5 in Y
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const Polygon hull = object->convex_hull_2d(t.get_matrix());
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const BoundingBox bb = hull.bounding_box();
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CHECK(hull.size() == 4);
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CHECK(bb.min.x() == scaled(10.));
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CHECK(bb.min.y() == scaled(5.));
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CHECK(bb.max.x() == scaled(50.));
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CHECK(bb.max.y() == scaled(45.));
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}
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}
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TEST_CASE("An object's raw mesh keeps the triangles of each part on its own vertices", "[Model]")
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{
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Model model;
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ModelObject *object = model.add_object();
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object->add_volume(make_cube(10, 10, 10), ModelVolumeType::MODEL_PART, false);
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TriangleMesh second = make_cube(10, 10, 10);
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second.translate(30, 0, 0);
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object->add_volume(std::move(second), ModelVolumeType::MODEL_PART, false);
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// Two separate cubes stay two closed components, one around each cube.
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const std::vector<indexed_triangle_set> parts = its_split(object->raw_indexed_triangle_set());
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REQUIRE(parts.size() == 2);
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std::vector<double> min_x;
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for (const indexed_triangle_set &part : parts) {
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CHECK(part.indices.size() == 12);
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min_x.push_back(bounding_box(part).min.x());
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}
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std::sort(min_x.begin(), min_x.end());
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CHECK_THAT(min_x.front(), Catch::Matchers::WithinAbs(0., 1e-4));
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CHECK_THAT(min_x.back(), Catch::Matchers::WithinAbs(30., 1e-4));
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}
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