//------------------------------------------------------------------------- void TriangulationTest::TestFlipMinimize() //------------------------------------------------------------------------- { Triangulation<double> triangulation; std::vector<Point3D<double> > points; double pos[3] = {0,0,1}; Point3D<double> p0; Point3D<double> p1; Point3D<double> p2; int pointId0 = 0; int pointId1 = 1; int pointId2 = 2; triangulation.points.push_back(p0); triangulation.points.push_back(p1); triangulation.points.push_back(p2); triangulation.AddTriangle(0,1,2); int result = triangulation.FlipMinimize(0); CPPUNIT_ASSERT(result == 0); }
//------------------------------------------------------------------------- void TriangulationTest::TestArea() //------------------------------------------------------------------------- { Triangulation<double> triangulation; Point3D<double> p0; Point3D<double> p1; Point3D<double> p2; int pointId0 = 0; int pointId1 = 1; int pointId2 = 2; triangulation.points.push_back(p0); triangulation.points.push_back(p1); triangulation.points.push_back(p2); triangulation.AddTriangle(0,1,2); double area = triangulation.Area(); CPPUNIT_ASSERT(area == 0); area = triangulation.Area(0); CPPUNIT_ASSERT(area == 0); area = triangulation.Area(0,1,2); CPPUNIT_ASSERT(area == 0); }
//------------------------------------------------------------------------- void TriangulationTest::TestAddTriangle() //------------------------------------------------------------------------- { Triangulation<double> triangulation; Point3D<double> p0; Point3D<double> p1; Point3D<double> p2; const int pointId0 = 0; const int pointId1 = 1; const int pointId2 = 2; triangulation.points.push_back(p0); triangulation.points.push_back(p1); triangulation.points.push_back(p2); triangulation.AddTriangle(0,1,2); int result = triangulation.AddTriangle(pointId0, pointId1, pointId2); assert(result == 0); }
//------------------------------------------------------------------------- void TriangulationTest::TestFactor() //------------------------------------------------------------------------- { Triangulation<double> triangulation; Point3D<double> p0; Point3D<double> p1; Point3D<double> p2; int pointId0 = 0; int pointId1 = 1; int pointId2 = 2; triangulation.points.push_back(p0); triangulation.points.push_back(p1); triangulation.points.push_back(p2); triangulation.AddTriangle(0,1,2); int returnValue = triangulation.Factor(0,pointId0,pointId1,pointId2); CPPUNIT_ASSERT(returnValue == 1); }