ui基本完毕,修了一大把的bug
This commit is contained in:
@@ -0,0 +1,97 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
public class TriangulatorTests
|
||||
{
|
||||
[Test]
|
||||
public void TestNullInputPoints()
|
||||
{
|
||||
Triangulator triangulator = new Triangulator(null, Vector3.forward);
|
||||
int[] triangles = triangulator.Triangulate();
|
||||
Assert.Zero(triangles.Length);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestEmptyInputPoints()
|
||||
{
|
||||
Triangulator triangulator = new Triangulator(new List<MeshVertex>(), Vector3.forward);
|
||||
int[] triangles = triangulator.Triangulate();
|
||||
Assert.Zero(triangles.Length);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestLessThanThreeInputPoints()
|
||||
{
|
||||
List<MeshVertex> points = new List<MeshVertex>();
|
||||
points.Add(new MeshVertex(Vector3.zero));
|
||||
points.Add(new MeshVertex(Vector3.one));
|
||||
|
||||
Triangulator triangulator = new Triangulator(points, Vector3.forward);
|
||||
int[] triangles = triangulator.Triangulate();
|
||||
Assert.Zero(triangles.Length);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestConvexPolygons()
|
||||
{
|
||||
// This test generates points for regular convex polygons of n = 3 to n = 20
|
||||
// and verifies the triangulation is correct. Each polygon has a vertex in its
|
||||
// center as well to ensure the triangulation is identical between runs.
|
||||
for (int n = 3; n <= 20; n++)
|
||||
{
|
||||
// Create the points of the polygon
|
||||
List<MeshVertex> points = new List<MeshVertex>();
|
||||
|
||||
// Add an additional center point
|
||||
points.Add(new MeshVertex(Vector3.zero));
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float angle = ((float)i / (float)n) * 2f * Mathf.PI;
|
||||
points.Add(new MeshVertex(new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0f)));
|
||||
}
|
||||
|
||||
Triangulator triangulator = new Triangulator(points, Vector3.forward);
|
||||
int[] triangles = triangulator.Triangulate();
|
||||
|
||||
// Verify the triangulation has the correct number of triangles
|
||||
Assert.AreEqual(3 * n, triangles.Length);
|
||||
|
||||
for (int i = 0; i < triangles.Length; i += 3)
|
||||
{
|
||||
// Verify each contains the origin point
|
||||
Assert.True(triangles[i] == 0 || triangles[i + 1] == 0 || triangles[i + 2] == 0);
|
||||
|
||||
// Verify the other two vertices are adjacent and wound clockwise
|
||||
if (triangles[i] == 0)
|
||||
{
|
||||
Assert.AreEqual(triangles[i + 2], GetAdjacentVertex(triangles[i + 1], points.Count));
|
||||
}
|
||||
else if (triangles[i + 1] == 0)
|
||||
{
|
||||
Assert.AreEqual(triangles[i], GetAdjacentVertex(triangles[i + 2], points.Count));
|
||||
}
|
||||
else if (triangles[i + 2] == 0)
|
||||
{
|
||||
Assert.AreEqual(triangles[i + 1], GetAdjacentVertex(triangles[i], points.Count));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int GetAdjacentVertex(int i, int n)
|
||||
{
|
||||
if ((i + 1) < n)
|
||||
{
|
||||
return i + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If i == n, adjacent vertex is i == 1
|
||||
return ((i + 1) % n) + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user