MOAB: Mesh Oriented datABase  (version 5.2.1)
GeomUtilTests.cpp File Reference
#include "moab/Core.hpp"
#include "moab/GeomUtil.hpp"
#include <iostream>
#include "TestUtil.hpp"
+ Include dependency graph for GeomUtilTests.cpp:

Go to the source code of this file.

Classes

class  ElemOverlapTest
class  LinearElemOverlapTest
class  TypeElemOverlapTest

Defines

#define ASSERT_VECTORS_EQUAL(A, B)   assert_vectors_equal( ( A ), ( B ), #A, #B, __LINE__ )
#define ASSERT_DOUBLES_EQUAL(A, B)   CHECK_REAL_EQUAL( A, B, TOL )
#define ASSERT(B)   CHECK( B )

Functions

void assert_vectors_equal (const CartVect &a, const CartVect &b, const char *sa, const char *sb, int lineno)
void test_box_plane_norm (CartVect norm, CartVect min, CartVect max)
void test_box_plane_axis (int axis, double ns, const CartVect &min, const CartVect &max)
void test_box_plane_edge (int axis1, int axis2, bool flip_axis2, CartVect min, CartVect max)
void test_box_plane_corner (int xdir, int ydir, int zdir, CartVect min, CartVect max)
void test_box_plane_overlap ()
void general_box_tri_overlap_test (const ElemOverlapTest &overlap)
void general_box_hex_overlap_test (const ElemOverlapTest &overlap)
void general_box_tet_overlap_test (const ElemOverlapTest &overlap)
void test_box_tri_overlap ()
void test_box_linear_elem_overlap_tri ()
void test_box_hex_overlap ()
void test_box_linear_elem_overlap_hex ()
void test_box_tet_overlap ()
void test_box_linear_elem_overlap_tet ()
void test_ray_tri_intersect ()
void test_plucker_ray_tri_intersect ()
void test_closest_location_on_tri ()
void test_closest_location_on_polygon ()
void test_segment_box_intersect ()
void test_closest_location_on_box ()
int main ()

Variables

const double TOL = 1e-6

Define Documentation

#define ASSERT_DOUBLES_EQUAL (   A,
 
)    CHECK_REAL_EQUAL( A, B, TOL )
#define ASSERT_VECTORS_EQUAL (   A,
 
)    assert_vectors_equal( ( A ), ( B ), #A, #B, __LINE__ )

Function Documentation

void assert_vectors_equal ( const CartVect a,
const CartVect b,
const char *  sa,
const char *  sb,
int  lineno 
)

Definition at line 15 of file GeomUtilTests.cpp.

References FLAG_ERROR, and TOL.

{
    if( fabs( a[0] - b[0] ) > TOL || fabs( a[1] - b[1] ) > TOL || fabs( a[2] - b[2] ) > TOL )
    {
        std::cerr << "Assertion failed at line " << lineno << std::endl
                  << "\t" << sa << " == " << sb << std::endl
                  << "\t[" << a[0] << ", " << a[1] << ", " << a[2] << "] == [" << b[0] << ", " << b[1] << ", " << b[2]
                  << "]" << std::endl;
        FLAG_ERROR;
    }
}
void general_box_hex_overlap_test ( const ElemOverlapTest overlap)

Definition at line 373 of file GeomUtilTests.cpp.

References ASSERT.

Referenced by test_box_hex_overlap(), and test_box_linear_elem_overlap_hex().

{
    CartVect coords[8];

    // test against axis-aligned rectilinear hex
    coords[0] = CartVect( -0.5, -0.5, -0.5 );
    coords[1] = CartVect( 0.5, -0.5, -0.5 );
    coords[2] = CartVect( 0.5, 0.5, -0.5 );
    coords[3] = CartVect( -0.5, 0.5, -0.5 );
    coords[4] = CartVect( -0.5, -0.5, 0.5 );
    coords[5] = CartVect( 0.5, -0.5, 0.5 );
    coords[6] = CartVect( 0.5, 0.5, 0.5 );
    coords[7] = CartVect( -0.5, 0.5, 0.5 );

    ASSERT( overlap( coords, CartVect( 0, 0, 0 ), CartVect( 1, 1, 1 ) ) );

    ASSERT( overlap( coords, CartVect( 1, 0, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, 1, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, 0, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 0, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, -1, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, 0, -1 ), CartVect( 1, 1, 1 ) ) );

    ASSERT( overlap( coords, CartVect( 1, 1, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 1, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, -1, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 1, -1, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 1, 0, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 0, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 0, -1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 1, 0, -1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, -1, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, -1, -1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 0, 1, -1 ), CartVect( 1, 1, 1 ) ) );

    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, -1, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 1, -1, 1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 1, 1, -1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 1, -1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( -1, -1, -1 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( overlap( coords, CartVect( 1, -1, -1 ), CartVect( 1, 1, 1 ) ) );

    ASSERT( !overlap( coords, CartVect( 3, 0, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 3, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 0, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, 0, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, -3, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 0, -3 ), CartVect( 1, 1, 1 ) ) );

    ASSERT( !overlap( coords, CartVect( 3, 3, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, 3, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, -3, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 3, -3, 0 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 3, 0, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, 0, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, 0, -3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 3, 0, -3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 3, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, -3, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, -3, -3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 3, -3 ), CartVect( 1, 1, 1 ) ) );

    ASSERT( !overlap( coords, CartVect( 3, 3, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, 3, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, -3, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 3, -3, 3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 3, 3, -3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, 3, -3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( -3, -3, -3 ), CartVect( 1, 1, 1 ) ) );
    ASSERT( !overlap( coords, CartVect( 3, -3, -3 ), CartVect( 1, 1, 1 ) ) );

    // test against rectilinear hex rotated 45 degrees about z axis
    const double r = sqrt( 2.0 ) / 2.0;
    coords[0]      = CartVect( r, 0, -0.5 );
    coords[1]      = CartVect( 0, r, -0.5 );
    coords[2]      = CartVect( -r, 0, -0.5 );
    coords[3]      = CartVect( 0, -r, -0.5 );
    coords[4]      = CartVect( r, 0, 0.5 );
    coords[5]      = CartVect( 0, r, 0.5 );
    coords[6]      = CartVect( -r, 0, 0.5 );
    coords[7]      = CartVect( 0, -r, 0.5 );

    ASSERT( overlap( coords, CartVect( 1, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( overlap( coords, CartVect( 0, 1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( overlap( coords, CartVect( 0, -1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );

    ASSERT( !overlap( coords, CartVect( 1, 0, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( -1, 0, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 1, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, -1, 2 ), CartVect( 0.5, 0.5, 0.5 ) ) );

    ASSERT( !overlap( coords, CartVect( 2, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( -2, 0, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, 2, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( 0, -2, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );

    ASSERT( !overlap( coords, CartVect( 1, 1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( -1, 1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( -1, -1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );
    ASSERT( !overlap( coords, CartVect( 1, -1, 0 ), CartVect( 0.5, 0.5, 0.5 ) ) );

    ASSERT( overlap( coords, CartVect( 1, 1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
    ASSERT( overlap( coords, CartVect( -1, 1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
    ASSERT( overlap( coords, CartVect( -1, -1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
    ASSERT( overlap( coords, CartVect( 1, -1, 0 ), CartVect( 0.75, 0.75, 0.5 ) ) );
}
void general_box_tet_overlap_test ( const ElemOverlapTest overlap)

Definition at line 484 of file GeomUtilTests.cpp.

References ASSERT.

Referenced by test_box_linear_elem_overlap_tet(), and test_box_tet_overlap().

{
    CartVect coords[4];

    // Octant I
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 1, 0, 0 );
    coords[2] = CartVect( 0, 1, 0 );
    coords[3] = CartVect( 0, 0, 1 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( -1, -1, -1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( 0.2, 0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( 0.5, 0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( 0.5, 0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant II
    coords[0] = CartVect( 0, 1, 0 );
    coords[1] = CartVect( -1, 0, 0 );
    coords[2] = CartVect( 0, 0, 0 );
    coords[3] = CartVect( 0, 0, 1 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( 1, -1, -1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( -0.2, 0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( -0.5, 0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( -0.5, 0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant III
    coords[0] = CartVect( 0, -1, 0 );
    coords[1] = CartVect( 0, 0, 0 );
    coords[2] = CartVect( -1, 0, 0 );
    coords[3] = CartVect( 0, 0, 1 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( 1, 1, -1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( -0.2, -0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( -0.5, -0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( -0.5, -0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant IV
    coords[0] = CartVect( 1, 0, 0 );
    coords[1] = CartVect( 0, -1, 0 );
    coords[2] = CartVect( 0, 0, 1 );
    coords[3] = CartVect( 0, 0, 0 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( -1, 1, -1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( 0.2, -0.2, 0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( 0.5, -0.5, 0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( 0.5, -0.5, 0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant V
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 0, 1, 0 );
    coords[2] = CartVect( 1, 0, 0 );
    coords[3] = CartVect( 0, 0, -1 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( -1, -1, 1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( 0.2, 0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( 0.5, 0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( 0.5, 0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant VI
    coords[0] = CartVect( -1, 0, 0 );
    coords[1] = CartVect( 0, 1, 0 );
    coords[2] = CartVect( 0, 0, 0 );
    coords[3] = CartVect( 0, 0, -1 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( 1, -1, 1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( -0.2, 0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( -0.5, 0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( -0.5, 0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant VII
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 0, -1, 0 );
    coords[2] = CartVect( -1, 0, 0 );
    coords[3] = CartVect( 0, 0, -1 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( -0.2, -0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( -0.5, -0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( -0.5, -0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Octant VIII
    coords[0] = CartVect( 0, -1, 0 );
    coords[1] = CartVect( 1, 0, 0 );
    coords[2] = CartVect( 0, 0, -1 );
    coords[3] = CartVect( 0, 0, 0 );
    // tet entirely within box
    ASSERT( overlap( coords, CartVect( -1, 1, 1 ), CartVect( 3, 3, 3 ) ) );
    // box entirely within tet
    ASSERT( overlap( coords, CartVect( 0.2, -0.2, -0.2 ), CartVect( 0.1, 0.1, 0.1 ) ) );
    // box corner penetrates tet face
    ASSERT( overlap( coords, CartVect( 0.5, -0.5, -0.5 ), CartVect( 0.2, 0.2, 0.2 ) ) );
    // box corner does not penetrate face
    ASSERT( !overlap( coords, CartVect( 0.5, -0.5, -0.5 ), CartVect( 0.15, 0.15, 0.15 ) ) );

    // Box edge -x,-z
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 2, -1, 0 );
    coords[2] = CartVect( 2, 1, 0 );
    coords[3] = CartVect( 0, 0, 2 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 1.5, 0.0, 1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 2.5, 0.0, 2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge -y,-z
    coords[0] = CartVect( 1, 2, 0 );
    coords[1] = CartVect( -1, 2, 0 );
    coords[2] = CartVect( 0, 0, 0 );
    coords[3] = CartVect( 0, 0, 2 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 0.0, 1.5, 1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 0.0, 2.5, 2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge +x,-z
    coords[0] = CartVect( -2, -1, 0 );
    coords[1] = CartVect( -2, 1, 0 );
    coords[2] = CartVect( 0, 0, 2 );
    coords[3] = CartVect( 0, 0, 0 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( -1.5, 0.0, 1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( -2.5, 0.0, 2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge +y,-z
    coords[0] = CartVect( 2, -1, 0 );
    coords[1] = CartVect( 0, 0, 0 );
    coords[2] = CartVect( -2, -1, 0 );
    coords[3] = CartVect( 0, 0, 2 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 0.0, -1.5, 1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 0.0, -2.5, 2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge -x,+z
    coords[0] = CartVect( 2, -1, 0 );
    coords[1] = CartVect( 0, 0, 0 );
    coords[2] = CartVect( 2, 1, 0 );
    coords[3] = CartVect( 0, 0, -2 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 1.5, 0.0, -1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 2.5, 0.0, -2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge -y,+z
    coords[0] = CartVect( -1, 2, 0 );
    coords[1] = CartVect( 1, 2, 0 );
    coords[2] = CartVect( 0, 0, 0 );
    coords[3] = CartVect( 0, 0, -2 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 0.0, 1.5, -1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 0.0, 2.5, -2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge +x,+z
    coords[0] = CartVect( -2, 1, 0 );
    coords[1] = CartVect( -2, -1, 0 );
    coords[2] = CartVect( 0, 0, -2 );
    coords[3] = CartVect( 0, 0, 0 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( -1.5, 0.0, -1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( -2.5, 0.0, -2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge +y,+z
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 2, -1, 0 );
    coords[2] = CartVect( -2, -1, 0 );
    coords[3] = CartVect( 0, 0, -2 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 0.0, -1.5, -1.5 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 0.0, -2.5, -2.5 ), CartVect( 1, 1, 1 ) ) );

    // Box edge -x,-y
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 0, 2, -1 );
    coords[2] = CartVect( 0, 2, 1 );
    coords[3] = CartVect( 2, 0, 0 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 1.5, 1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 2.5, 2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );

    // Box edge +x,-y
    coords[0] = CartVect( 0, 2, -1 );
    coords[1] = CartVect( 0, 0, 0 );
    coords[2] = CartVect( 0, 2, 1 );
    coords[3] = CartVect( -2, 0, 0 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( -1.5, 1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( -2.5, 2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );

    // Box edge -x,+y
    coords[0] = CartVect( 0, -2, 1 );
    coords[1] = CartVect( 0, -2, -1 );
    coords[2] = CartVect( 0, 0, 0 );
    coords[3] = CartVect( 2, 0, 0 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( 1.5, -1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( 2.5, -2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );

    // Box edge +x,+y
    coords[0] = CartVect( 0, -2, -1 );
    coords[1] = CartVect( -2, 0, 0 );
    coords[2] = CartVect( 0, -2, 1 );
    coords[3] = CartVect( 0, 0, 0 );
    // box edge passes through tet
    ASSERT( overlap( coords, CartVect( -1.5, -1.5, 0.0 ), CartVect( 1, 1, 1 ) ) );
    // box edge does not pass through tet
    ASSERT( !overlap( coords, CartVect( -2.5, -2.5, 0.0 ), CartVect( 1, 1, 1 ) ) );

    // Test tet edge through box
    coords[0] = CartVect( -0.13369421660900116, -2.9871494770050049, 0.0526076555252075 );
    coords[1] = CartVect( -0.00350524857640266, -3.3236153125762939, 0.2924639880657196 );
    coords[2] = CartVect( 0.16473215818405151, -2.9966945648193359, -0.1936169415712357 );
    coords[3] = CartVect( 0.26740345358848572, -2.8492588996887207, 0.1519143134355545 );
    ASSERT( overlap( coords, CartVect( -2.5, -2.8, -2.5 ), CartVect( 2.5, 0.31, 2.5 ) ) );
}
void general_box_tri_overlap_test ( const ElemOverlapTest overlap)

Definition at line 132 of file GeomUtilTests.cpp.

References ASSERT, moab::GeomUtil::box_tri_overlap(), and center().

Referenced by test_box_linear_elem_overlap_tri(), and test_box_tri_overlap().

{
    CartVect coords[3];
    CartVect center, dims;

    // test box projection within triangle, z-plane
    coords[0] = CartVect( 0, 0, 0 );
    coords[1] = CartVect( 0, 4, 0 );
    coords[2] = CartVect( -4, 0, 0 );
    center    = CartVect( -2, 1, 0 );
    dims      = CartVect( 1, 0.5, 3 );
    ASSERT( overlap( coords, center, dims ) );
    // move box below plane of triangle
    center[2] = -4;
    ASSERT( !overlap( coords, center, dims ) );
    // move box above plane of triangle
    center[2] = 4;
    ASSERT( !overlap( coords, center, dims ) );

    // test box projection within triangle, x-plane
    coords[0] = CartVect( 3, 3, 0 );
    coords[1] = CartVect( 3, 3, 1 );
    coords[2] = CartVect( 3, 0, 0 );
    center    = CartVect( 3, 2.5, .25 );
    dims      = CartVect( 0.001, 0.4, .2 );
    ASSERT( overlap( coords, center, dims ) );
    // move box below plane of triangle
    center[0] = 2;
    ASSERT( !overlap( coords, center, dims ) );
    // move box above plane of triangle
    center[0] = 4;
    ASSERT( !overlap( coords, center, dims ) );

    // test tri slices corner at +x,+y,+z
    coords[0] = CartVect( 3, 1, 1 );
    coords[1] = CartVect( 1, 3, 1 );
    coords[2] = CartVect( 1, 1, 3 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri above the corner
    ASSERT( !overlap( coords, CartVect( 0, 0, 0 ), CartVect( 1, 1, 1 ) ) );
    // test tri slices corner at -x,-y,-z
    coords[0] = CartVect( -1, 1, 1 );
    coords[1] = CartVect( 1, -1, 1 );
    coords[2] = CartVect( 1, 1, -1 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri below the corner
    ASSERT( !overlap( coords, CartVect( 2, 2, 2 ), CartVect( 1, 1, 1 ) ) );

    // test tri slices corner at -x,+y,+z
    coords[0] = CartVect( 0.5, 0.0, 2.5 );
    coords[1] = CartVect( 0.5, 2.5, 0.0 );
    coords[2] = CartVect( -0.5, 0.0, 0.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri above the corner
    ASSERT( !overlap( coords, CartVect( 2, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // test tri slices corner at +x,-y,-z
    coords[0] = CartVect( 0.5, 0.0, -1.5 );
    coords[1] = CartVect( 0.5, -1.5, 0.0 );
    coords[2] = CartVect( 1.5, 0.0, 0.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri above the corner
    ASSERT( !overlap( coords, CartVect( 0, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // test tri slices corner at +x,-y,+z
    coords[0] = CartVect( 1.0, 1.0, 2.5 );
    coords[1] = CartVect( 2.5, 1.0, 1.0 );
    coords[2] = CartVect( 1.0, -0.5, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri above the corner
    ASSERT( !overlap( coords, CartVect( -1, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // test tri slices corner at -x,+y,-z
    coords[0] = CartVect( 1.0, 1.0, -0.5 );
    coords[1] = CartVect( -0.5, 1.0, 1.0 );
    coords[2] = CartVect( 1.0, 2.5, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri above the corner
    ASSERT( !overlap( coords, CartVect( 3, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // test tri slices corner at +x,+y,-z
    coords[0] = CartVect( -0.1, 1.0, 1.0 );
    coords[1] = CartVect( 1.0, -0.1, 1.0 );
    coords[2] = CartVect( 1.0, 1.0, -0.1 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 3 ), CartVect( 1, 1, 1 ) ) );

    // test tri slices corner at -x,-y,+z
    coords[0] = CartVect( 2.1, 1.0, 1.0 );
    coords[1] = CartVect( 1.0, 2.1, 1.0 );
    coords[2] = CartVect( 1.0, 1.0, 2.1 );
    ASSERT( box_tri_overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, -1 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to x at +y,+z passes through triangle
    coords[0] = CartVect( 1.0, 1.0, 3.0 );
    coords[1] = CartVect( 1.0, 3.0, 3.0 );
    coords[2] = CartVect( 1.0, 3.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to x at +y,-z passes through triangle
    coords[0] = CartVect( 1.0, 3.0, 1.0 );
    coords[1] = CartVect( 1.0, 3.0, -1.0 );
    coords[2] = CartVect( 1.0, 1.0, -1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to x at -y,-z passes through triangle
    coords[0] = CartVect( 1.0, -1.0, 1.0 );
    coords[1] = CartVect( 1.0, -1.0, -1.0 );
    coords[2] = CartVect( 1.0, 1.0, -1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to x at -y,+z passes through triangle
    coords[0] = CartVect( 1.0, -1.0, 1.0 );
    coords[1] = CartVect( 1.0, -1.0, 3.0 );
    coords[2] = CartVect( 1.0, 1.0, 3.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to y at +x,+z passes through triangle
    coords[0] = CartVect( 1.0, 1.0, 3.0 );
    coords[1] = CartVect( 3.0, 1.0, 3.0 );
    coords[2] = CartVect( 3.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to y at -x,+z passes through triangle
    coords[0] = CartVect( 1.0, 1.0, 3.0 );
    coords[1] = CartVect( -1.0, 1.0, 3.0 );
    coords[2] = CartVect( -1.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 0.3 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to y at +x,-z passes through triangle
    coords[0] = CartVect( 1.0, 1.0, -1.0 );
    coords[1] = CartVect( 3.0, 1.0, -1.0 );
    coords[2] = CartVect( 3.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to y at -x,-z passes through triangle
    coords[0] = CartVect( 1.0, 1.0, -1.0 );
    coords[1] = CartVect( -1.0, 1.0, -1.0 );
    coords[2] = CartVect( -1.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1, 1, 1.7 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to z at +x,+y passes through triangle
    coords[0] = CartVect( 1.0, 3.0, 1.0 );
    coords[1] = CartVect( 3.0, 3.0, 1.0 );
    coords[2] = CartVect( 3.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 0.3, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to z at +x,-y passes through triangle
    coords[0] = CartVect( 1.0, -1.0, 1.0 );
    coords[1] = CartVect( 3.0, -1.0, 1.0 );
    coords[2] = CartVect( 3.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 0.3, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to z at -x,+y passes through triangle
    coords[0] = CartVect( 1.0, 3.0, 1.0 );
    coords[1] = CartVect( -1.0, 3.0, 1.0 );
    coords[2] = CartVect( -1.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1.7, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // box edge parallel to z at -x,-y passes through triangle
    coords[0] = CartVect( 1.0, -1.0, 1.0 );
    coords[1] = CartVect( -1.0, -1.0, 1.0 );
    coords[2] = CartVect( -1.0, 1.0, 1.0 );
    ASSERT( overlap( coords, CartVect( 1, 1, 1 ), CartVect( 1, 1, 1 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 1.7, 1, 1 ), CartVect( 1, 1, 1 ) ) );

    // triangle penetrates +x face
    coords[0] = CartVect( 2.0, 2.0, 2.0 );
    coords[1] = CartVect( 5.0, 3.0, 2.0 );
    coords[2] = CartVect( 5.0, 1.0, 2.0 );
    ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( -1, 2, 2 ), CartVect( 2, 2, 2 ) ) );

    // triangle penetrates -x face
    coords[0] = CartVect( 2.0, 2.0, 2.0 );
    coords[1] = CartVect( -1.0, 3.0, 2.0 );
    coords[2] = CartVect( -1.0, 1.0, 2.0 );
    ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 5, 2, 2 ), CartVect( 2, 2, 2 ) ) );

    // triangle penetrates +y face
    coords[0] = CartVect( 2.0, 2.0, 2.0 );
    coords[1] = CartVect( 3.0, 5.0, 2.0 );
    coords[2] = CartVect( 1.0, 5.0, 2.0 );
    ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 2, -1, 2 ), CartVect( 2, 2, 2 ) ) );

    // triangle penetrates -y face
    coords[0] = CartVect( 2.0, 2.0, 2.0 );
    coords[1] = CartVect( 3.0, -1.0, 2.0 );
    coords[2] = CartVect( 1.0, -1.0, 2.0 );
    ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 2, 5, 2 ), CartVect( 2, 2, 2 ) ) );

    // triangle penetrates +z face
    coords[0] = CartVect( 2.0, 2.0, 2.0 );
    coords[1] = CartVect( 2.0, 3.0, 5.0 );
    coords[2] = CartVect( 2.0, 1.0, 5.0 );
    ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 2, 2, -1 ), CartVect( 2, 2, 2 ) ) );

    // triangle penetrates -z face
    coords[0] = CartVect( 2.0, 2.0, 2.0 );
    coords[1] = CartVect( 2.0, 3.0, -1.0 );
    coords[2] = CartVect( 2.0, 1.0, -1.0 );
    ASSERT( overlap( coords, CartVect( 2, 2, 2 ), CartVect( 2, 2, 2 ) ) );
    // test with tri outside box
    ASSERT( !overlap( coords, CartVect( 2, 2, 5 ), CartVect( 2, 2, 2 ) ) );
}
void test_box_plane_axis ( int  axis,
double  ns,
const CartVect min,
const CartVect max 
)

Definition at line 50 of file GeomUtilTests.cpp.

References test_box_plane_norm().

Referenced by test_box_plane_overlap().

{
    CartVect norm( 0.0 );
    norm[axis] = ns;
    test_box_plane_norm( norm, min, max );
}
void test_box_plane_corner ( int  xdir,
int  ydir,
int  zdir,
CartVect  min,
CartVect  max 
)

Definition at line 70 of file GeomUtilTests.cpp.

References test_box_plane_norm().

Referenced by test_box_plane_overlap().

{
    CartVect norm( max - min );
    norm[0] *= xdir;
    norm[1] *= ydir;
    norm[2] *= zdir;
    test_box_plane_norm( norm, min, max );
}
void test_box_plane_edge ( int  axis1,
int  axis2,
bool  flip_axis2,
CartVect  min,
CartVect  max 
)

Definition at line 57 of file GeomUtilTests.cpp.

References moab::CartVect::normalize(), and test_box_plane_norm().

Referenced by test_box_plane_overlap().

{
    CartVect norm( 0.0 );
    norm[axis1] = max[axis1] - min[axis1];
    if( flip_axis2 )
        norm[axis2] = min[axis2] - max[axis2];
    else
        norm[axis2] = max[axis2] - min[axis2];
    norm.normalize();

    test_box_plane_norm( norm, min, max );
}
void test_box_plane_norm ( CartVect  norm,
CartVect  min,
CartVect  max 
)

Definition at line 27 of file GeomUtilTests.cpp.

References ASSERT, moab::GeomUtil::box_plane_overlap(), and swap().

Referenced by test_box_plane_axis(), test_box_plane_corner(), and test_box_plane_edge().

{
    CartVect c_lower = min;
    CartVect c_upper = max;
    for( int i = 0; i < 3; ++i )
        if( norm[i] < 0.0 ) std::swap( c_lower[i], c_upper[i] );

    CartVect p_below = c_lower - norm;
    CartVect p_lower = c_lower + norm;
    CartVect p_upper = c_upper - norm;
    CartVect p_above = c_upper + norm;

    double below = -( p_below % norm );
    double lower = -( p_lower % norm );
    double upper = -( p_upper % norm );
    double above = -( p_above % norm );

    ASSERT( !box_plane_overlap( norm, below, min, max ) );
    ASSERT( box_plane_overlap( norm, lower, min, max ) );
    ASSERT( box_plane_overlap( norm, upper, min, max ) );
    ASSERT( !box_plane_overlap( norm, above, min, max ) );
}

Definition at line 79 of file GeomUtilTests.cpp.

References test_box_plane_axis(), test_box_plane_corner(), and test_box_plane_edge().

Referenced by main().

{
    const CartVect min( -1, -2, -3 );
    const CartVect max( 6, 4, 2 );

    // test with planes orthogonal to Z axis
    test_box_plane_axis( 2, 2.0, min, max );
    // test with planes orthogonal to X axis
    test_box_plane_axis( 1, -2.0, min, max );
    // test with planes orthogonal to Y axis
    test_box_plane_axis( 1, 1.0, min, max );

    // test with plane orthogonal to face diagonals
    test_box_plane_edge( 0, 1, true, min, max );
    test_box_plane_edge( 0, 1, false, min, max );
    test_box_plane_edge( 0, 2, true, min, max );
    test_box_plane_edge( 0, 2, false, min, max );
    test_box_plane_edge( 2, 1, true, min, max );
    test_box_plane_edge( 2, 1, false, min, max );

    // test with plane orthogonal to box diagonals
    test_box_plane_corner( 1, 1, 1, min, max );
    test_box_plane_corner( 1, 1, -1, min, max );
    test_box_plane_corner( 1, -1, -1, min, max );
    test_box_plane_corner( 1, -1, 1, min, max );
}

Definition at line 1198 of file GeomUtilTests.cpp.

References ASSERT_VECTORS_EQUAL, and moab::GeomUtil::closest_location_on_box().

Referenced by main().

{
    const CartVect min( 0, 0, 0 ), max( 1, 2, 3 );
    CartVect pt;

    // inside
    closest_location_on_box( min, max, CartVect( 0.5, 0.5, 0.5 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.5, 0.5 ), pt );

    // closest to min x side
    closest_location_on_box( min, max, CartVect( -1.0, 0.5, 0.5 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 0.0, 0.5, 0.5 ), pt );

    // closest to max x side
    closest_location_on_box( min, max, CartVect( 2.0, 0.5, 0.5 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 1.0, 0.5, 0.5 ), pt );

    // closest to min y side
    closest_location_on_box( min, max, CartVect( 0.5, -1.0, 0.5 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.0, 0.5 ), pt );

    // closest to max y side
    closest_location_on_box( min, max, CartVect( 0.5, 2.5, 0.5 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 0.5, 2.0, 0.5 ), pt );

    // closest to min z side
    closest_location_on_box( min, max, CartVect( 0.5, 0.5, -0.1 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.5, 0.0 ), pt );

    // closest to max z side
    closest_location_on_box( min, max, CartVect( 0.5, 0.5, 100.0 ), pt );
    ASSERT_VECTORS_EQUAL( CartVect( 0.5, 0.5, 3.0 ), pt );

    // closest to min corner
    closest_location_on_box( min, max, CartVect( -1, -1, -1 ), pt );
    ASSERT_VECTORS_EQUAL( min, pt );

    // closest to max corner
    closest_location_on_box( min, max, CartVect( 2, 3, 4 ), pt );
    ASSERT_VECTORS_EQUAL( max, pt );
}

Definition at line 934 of file GeomUtilTests.cpp.

References ASSERT_VECTORS_EQUAL, and moab::GeomUtil::closest_location_on_polygon().

Referenced by main().

{
    CartVect result, input;

    // define a unit square in xy plane
    const CartVect quad[4] = { CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 0.0 ),
                               CartVect( 0.0, 1.0, 0.0 ) };

    // test input in center of square
    closest_location_on_polygon( CartVect( 0.5, 0.5, 0.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, CartVect( 0.5, 0.5, 0.0 ) );
    // test above center of square
    closest_location_on_polygon( CartVect( 0.5, 0.5, 1.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, CartVect( 0.5, 0.5, 0.0 ) );
    // test below center of square
    closest_location_on_polygon( CartVect( 0.5, 0.5, -1.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, CartVect( 0.5, 0.5, 0.0 ) );

    // test points within square, but not at center
    input = CartVect( 0.25, 0.25, 0 );
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = CartVect( 0.75, 0.25, 0 );
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = CartVect( 0.75, 0.75, 0 );
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = CartVect( 0.25, 0.75, 0 );
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );

    // test at each corner
    closest_location_on_polygon( quad[0], quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[0] );
    closest_location_on_polygon( quad[1], quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[1] );
    closest_location_on_polygon( quad[2], quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[2] );
    closest_location_on_polygon( quad[3], quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[3] );

    // test at point on each edge
    input = 0.5 * quad[0] + 0.5 * quad[1];
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.2 * quad[1] + 0.8 * quad[2];
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.7 * quad[2] + 0.3 * quad[3];
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.6 * quad[3] + 0.4 * quad[0];
    closest_location_on_polygon( input, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );

    // test at point outside and closest to each corner
    closest_location_on_polygon( CartVect( -1.0, -1.0, 0.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[0] );
    closest_location_on_polygon( CartVect( 2.0, -1.0, 0.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[1] );
    closest_location_on_polygon( CartVect( 2.0, 2.0, 0.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[2] );
    closest_location_on_polygon( CartVect( -1.0, 2.0, 0.0 ), quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, quad[3] );

    // test at point outside and closest to an edge
    CartVect x( 1.0, 0.0, 0.0 ), y( 0.0, 1.0, 0.0 );
    input = 0.5 * quad[0] + 0.5 * quad[1];
    closest_location_on_polygon( input - y, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.2 * quad[1] + 0.8 * quad[2];
    closest_location_on_polygon( input + x, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.7 * quad[2] + 0.3 * quad[3];
    closest_location_on_polygon( input + y, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.6 * quad[3] + 0.4 * quad[0];
    closest_location_on_polygon( input - x, quad, 4, result );
    ASSERT_VECTORS_EQUAL( result, input );
}

Definition at line 848 of file GeomUtilTests.cpp.

References ASSERT_VECTORS_EQUAL, and moab::GeomUtil::closest_location_on_tri().

Referenced by main().

{
    CartVect result, input;

    // define a triangle
    const CartVect tri[3] = { CartVect( 1.0, 0.0, 0.0 ), CartVect( 0.0, 1.0, 0.0 ), CartVect( 0.0, 0.0, 1.0 ) };

    // try point at triangle centroid
    input = CartVect( 1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0 );
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, input );

    // try point at each vertex
    closest_location_on_tri( tri[0], tri, result );
    ASSERT_VECTORS_EQUAL( result, tri[0] );
    closest_location_on_tri( tri[1], tri, result );
    ASSERT_VECTORS_EQUAL( result, tri[1] );
    closest_location_on_tri( tri[2], tri, result );
    ASSERT_VECTORS_EQUAL( result, tri[2] );

    // try point at center of each edge
    input = 0.5 * ( tri[0] + tri[1] );
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.5 * ( tri[0] + tri[2] );
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, input );
    input = 0.5 * ( tri[2] + tri[1] );
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, input );

    // try a point above the center of the triangle
    input = CartVect( 1.0, 1.0, 1.0 );
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, CartVect( 1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0 ) );

    // try a point below the center of the triangle
    input = CartVect( 0.0, 0.0, 0.0 );
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, CartVect( 1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0 ) );

    // try a point closest to each vertex and 'outside' of both adjacent edges.
    input = 2 * tri[0];
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, tri[0] );
    input = 2 * tri[1];
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, tri[1] );
    input = 2 * tri[2];
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, tri[2] );

    // try a point outside and closest to each edge
    input = tri[0] + tri[1];
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, 0.5 * input );
    input = tri[2] + tri[1];
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, 0.5 * input );
    input = tri[0] + tri[2];
    closest_location_on_tri( input, tri, result );
    ASSERT_VECTORS_EQUAL( result, 0.5 * input );

    // define an equilateral triangle in the xy-plane
    const CartVect tri_xy[3] = { CartVect( 0.0, sqrt( 3.0 ) / 2.0, 0.0 ), CartVect( 0.5, 0.0, 0.0 ),
                                 CartVect( -0.5, 0.0, 0.0 ) };

    // for each vertex, test point that is
    // - outside triangle
    // - closest to vertex
    // - 'inside' one of the adjacent edges
    // - 'outside' the other adjacent edge
    closest_location_on_tri( CartVect( -0.3, 1.2, 0.0 ), tri_xy, result );
    ASSERT_VECTORS_EQUAL( result, tri_xy[0] );
    closest_location_on_tri( CartVect( 0.3, 1.2, 0.0 ), tri_xy, result );
    ASSERT_VECTORS_EQUAL( result, tri_xy[0] );
    closest_location_on_tri( CartVect( 1.0, 0.1, 0.0 ), tri_xy, result );
    ASSERT_VECTORS_EQUAL( result, tri_xy[1] );
    closest_location_on_tri( CartVect( 0.6, -0.5, 0.0 ), tri_xy, result );
    ASSERT_VECTORS_EQUAL( result, tri_xy[1] );
    closest_location_on_tri( CartVect( -0.6, -0.5, 0.0 ), tri_xy, result );
    ASSERT_VECTORS_EQUAL( result, tri_xy[2] );
    closest_location_on_tri( CartVect( -1.0, 0.1, 0.0 ), tri_xy, result );
    ASSERT_VECTORS_EQUAL( result, tri_xy[2] );
}

Definition at line 788 of file GeomUtilTests.cpp.

References ASSERT, ASSERT_DOUBLES_EQUAL, moab::GeomUtil::EDGE0, moab::GeomUtil::NODE0, moab::GeomUtil::plucker_ray_tri_intersect(), and t.

Referenced by main().

{
    bool xsect;
    double t;

    // define a triangle
    const CartVect tri[3] = { CartVect( 1.0, 0.0, 0.0 ), CartVect( 0.0, 1.0, 0.0 ), CartVect( 0.0, 0.0, 1.0 ) };

    // try a ray through the center of the triangle
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
    ASSERT( xsect );
    ASSERT_DOUBLES_EQUAL( 1.0 / 3.0, t );

    // try a same ray, but move base point above triangle
    xsect = plucker_ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
    ASSERT( !xsect );

    // try a same ray the other direction with base point below triangle
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( -1.0, -1.0, -1.0 ), t );
    ASSERT( !xsect );

    // try a ray that passes above the triangle
    xsect = plucker_ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( -1.0, -1.0, 1.0 ), t );
    ASSERT( !xsect );

    // try a skew ray
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, -0.1 ), t );
    ASSERT( !xsect );

    // try a ray that intersects with wrong orientation
    const int orientation = -1.0;
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t, NULL, NULL,
                                       &orientation );
    ASSERT( !xsect );

    // try a ray that intersects beyond the nonneg_ray_len
    const double nonneg_ray_len = 0.25;
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t, &nonneg_ray_len );
    ASSERT( !xsect );

    // try a ray that intersects behind the origin
    const double neg_ray_len = -2.0;
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( -1.0, -1.0, -1.0 ), t, NULL,
                                       &neg_ray_len );
    ASSERT( xsect );

    // try a ray that intersects a node
    intersection_type int_type;
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 0.0, 0.0 ), t, NULL, NULL, NULL,
                                       &int_type );
    ASSERT( xsect );
    ASSERT( NODE0 == int_type );

    // try a ray that intersects an edge
    xsect = plucker_ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 0.0 ), t, NULL, NULL, NULL,
                                       &int_type );
    ASSERT( xsect );
    ASSERT( EDGE0 == int_type );
}

Definition at line 758 of file GeomUtilTests.cpp.

References ASSERT, ASSERT_DOUBLES_EQUAL, moab::GeomUtil::ray_tri_intersect(), and t.

Referenced by main().

{
    bool xsect;
    double t;

    // define a triangle
    const CartVect tri[3] = { CartVect( 1.0, 0.0, 0.0 ), CartVect( 0.0, 1.0, 0.0 ), CartVect( 0.0, 0.0, 1.0 ) };

    // try a ray through the center of the triangle
    xsect = ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
    ASSERT( xsect );
    ASSERT_DOUBLES_EQUAL( 1.0 / 3.0, t );

    // try a same ray, but move base point above triangle
    xsect = ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( 1.0, 1.0, 1.0 ), t );
    ASSERT( !xsect );

    // try a same ray the other direction with base point below triangle
    xsect = ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( -1.0, -1.0, -1.0 ), t );
    ASSERT( !xsect );

    // try a ray that passes above the triangle
    xsect = ray_tri_intersect( tri, CartVect( 1.0, 1.0, 1.0 ), CartVect( -1.0, -1.0, 1.0 ), t );
    ASSERT( !xsect );

    // try a skew ray
    xsect = ray_tri_intersect( tri, CartVect( 0.0, 0.0, 0.0 ), CartVect( 1.0, 1.0, -0.1 ), t );
    ASSERT( !xsect );
}

Definition at line 1016 of file GeomUtilTests.cpp.

References ASSERT, ASSERT_DOUBLES_EQUAL, box_max(), box_min(), moab::GeomUtil::segment_box_intersect(), MBMesquite::MeshWriter::X, MBMesquite::MeshWriter::Y, and MBMesquite::MeshWriter::Z.

Referenced by main().

{
    const double box_min = 0.0;
    const double box_max = 2.0;
    const double box_wid = box_max - box_min;
    const double box_mid = 0.5 * ( box_min + box_max );
    const CartVect min( box_min );
    const CartVect max( box_max );
    const CartVect X( 1, 0, 0 ), Y( 0, 1, 0 ), Z( 0, 0, 1 );
    CartVect pt;
    double start, end;
    bool r;

    // test line through box in +x direction
    double offset = 1;
    pt            = CartVect( box_min - offset, box_mid, box_mid );
    start         = -HUGE_VAL;
    end           = HUGE_VAL;
    r             = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, box_min + offset );
    ASSERT_DOUBLES_EQUAL( end - start, box_wid );

    // test with ray ending left of the box
    start = -HUGE_VAL;
    end   = 0;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( !r );

    // test with ray ending within box
    start = -HUGE_VAL;
    end   = box_mid + offset;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, box_min + offset );
    ASSERT_DOUBLES_EQUAL( end, box_mid + offset );

    // test with ray beginning within box
    start = box_mid + offset;
    end   = HUGE_VAL;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, box_mid + offset );
    ASSERT_DOUBLES_EQUAL( end, box_max + offset );

    // test with ray right of box
    start = offset + offset + box_max;
    end   = HUGE_VAL;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( !r );

    // test line through box in -y direction
    offset = 1;
    pt     = CartVect( box_mid, box_min - offset, box_mid );
    start  = -HUGE_VAL;
    end    = HUGE_VAL;
    r      = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( end - start, box_wid );
    ASSERT_DOUBLES_EQUAL( end, box_min - offset );

    // test with ray ending left of the box
    start = box_min;
    end   = HUGE_VAL;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( !r );

    // test with ray beginning within box
    start = -box_mid - offset;
    end   = HUGE_VAL;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, -box_mid - offset );
    ASSERT_DOUBLES_EQUAL( end, box_min - offset );

    // test with ray ending within box
    start = -HUGE_VAL;
    end   = -box_mid - offset;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, -box_max - offset );
    ASSERT_DOUBLES_EQUAL( end, -box_mid - offset );

    // test with ray right of box
    start = -HUGE_VAL;
    end   = -box_max - offset - offset;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( !r );

    // test ray outside in Z direction, parallel to Z plane, and
    // intersecting in projections into other planes
    pt    = CartVect( box_mid, box_mid, box_max + 1 );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( !r );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, -X, start, end );
    ASSERT( !r );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, Y, start, end );
    ASSERT( !r );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( !r );

    // try the other side (less than the min Z);
    pt    = CartVect( box_mid, box_mid, box_min - 1 );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( !r );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, -X, start, end );
    ASSERT( !r );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, Y, start, end );
    ASSERT( !r );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( !r );

    // now move the ray such that it lies exactly on the side of the box
    pt    = CartVect( box_mid, box_mid, box_min );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, X, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, 0 );
    ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, -X, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, 0 );
    ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, Y, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, 0 );
    ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );
    start = 0;
    end   = box_wid;
    r     = segment_box_intersect( min, max, pt, -Y, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, 0 );
    ASSERT_DOUBLES_EQUAL( end, 0.5 * box_wid );

    // try a skew line segment
    pt = CartVect( box_min - 0.25 * box_wid, box_mid, box_mid );
    CartVect dir( 1.0 / sqrt( 2.0 ), 1.0 / sqrt( 2.0 ), 0 );
    start = 0;
    end   = 1.5 / sqrt( 2.0 ) * box_wid;
    r     = segment_box_intersect( min, max, pt, dir, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, 0.5 / sqrt( 2.0 ) * box_wid );
    ASSERT_DOUBLES_EQUAL( end, box_wid / sqrt( 2.0 ) );

    // try with skew line segment that just touches edge of box
    pt    = CartVect( box_min - 0.5 * box_wid, box_mid, box_mid );
    start = 0;
    end   = 3.0 / sqrt( 2.0 ) * box_wid;
    r     = segment_box_intersect( min, max, pt, dir, start, end );
    ASSERT( r );
    ASSERT_DOUBLES_EQUAL( start, box_wid / sqrt( 2.0 ) );
    ASSERT_DOUBLES_EQUAL( end, box_wid / sqrt( 2.0 ) );

    // try with skew line segment outside of box
    pt    = CartVect( box_min - 0.75 * box_wid, box_mid, box_mid );
    start = 0;
    end   = 3.0 / sqrt( 2.0 ) * box_wid;
    r     = segment_box_intersect( min, max, pt, dir, start, end );
    ASSERT( !r );
}

Variable Documentation

const double TOL = 1e-6

Definition at line 10 of file GeomUtilTests.cpp.

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