1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-06 17:41:04 +00:00
luanti/src/unittest/mesh_compare.h

32 lines
1.6 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2023 Vitaliy Lobachevskiy
#pragma once
#include <array>
#include <vector>
#include <irrlichttypes.h>
#include <S3DVertex.h>
/// Represents a triangle as three vertices.
/// “Smallest” (according to <) vertex is expected to be first, others should follow in the counter-clockwise order.
using Triangle = std::array<video::S3DVertex, 3>;
/// Represents a quad as four vertices.
/// Vertices should be in the counter-clockwise order.
using Quad = std::array<video::S3DVertex, 4>;
/// Compare two meshes for equality.
/// @param vertices Vertices of the first mesh. Order doesnt matter.
/// @param indices Indices of the first mesh. Triangle order doesnt matter. Vertex order in a triangle only matters for winding.
/// @param expected The second mesh, in an expanded form. Must be sorted.
/// @returns Whether the two meshes are equal.
[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Triangle> &expected);
/// Compare two meshes for equality.
/// @param vertices Vertices of the first mesh. Order doesnt matter.
/// @param indices Indices of the first mesh. Triangle order doesnt matter. Vertex order in a triangle only matters for winding.
/// @param expected The second mesh, in a quad form.
/// @returns Whether the two meshes are equal.
/// @note There are two ways to split a quad into 2 triangles; either is allowed.
[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Quad> &expected);