using System; using System.Collections.Generic; using CultMath; using FluentAssertions; using NUnit.Framework; namespace GameCult.Geometry.Tests { [TestFixture] public sealed class SurfaceNetsTests { [Test] public void A_sample_exactly_on_the_isovalue_is_inside_like_a_sample_below_it() { var atIso = SingleInsideSample(3, 3, 3, 1, 1, 1, 0f); var belowIso = SingleInsideSample(3, 3, 3, 1, 1, 1, -1e-4f); var aboveIso = SingleInsideSample(3, 3, 3, 1, 1, 1, 1e-4f); var meshAtIso = CultGeometrySurfaceNets.Extract(atIso); var meshBelowIso = CultGeometrySurfaceNets.Extract(belowIso); var meshAboveIso = CultGeometrySurfaceNets.Extract(aboveIso); meshAtIso.QuadEdges.Should().Equal(meshBelowIso.QuadEdges); meshAtIso.QuadCount.Should().Be(6); meshAboveIso.QuadCount.Should().Be(0); } [Test] public void A_single_interior_inside_sample_names_its_six_quads_by_their_crossing_edge() { var samples = SingleInsideSample(3, 3, 3, 1, 1, 1, -1f); var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().Be(6); mesh.QuadEdges.Should().BeEquivalentTo(new[] { new CultGeometryGridEdge(1, 1, 1, 0), new CultGeometryGridEdge(1, 1, 1, 1), new CultGeometryGridEdge(1, 1, 1, 2), new CultGeometryGridEdge(0, 1, 1, 0), new CultGeometryGridEdge(1, 0, 1, 1), new CultGeometryGridEdge(1, 1, 0, 2), }); } [Test] public void A_non_cubic_grid_names_quads_by_edge_without_swapping_axes() { var samples = SingleInsideSample(4, 3, 5, 2, 1, 2, -1f); var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().Be(6); mesh.QuadEdges.Should().BeEquivalentTo(new[] { new CultGeometryGridEdge(2, 1, 2, 0), new CultGeometryGridEdge(2, 1, 2, 1), new CultGeometryGridEdge(2, 1, 2, 2), new CultGeometryGridEdge(1, 1, 2, 0), new CultGeometryGridEdge(2, 0, 2, 1), new CultGeometryGridEdge(2, 1, 1, 2), }); } [Test] public void Every_quad_winds_outward_from_inside_to_outside() { var samples = SingleInsideSample(3, 3, 3, 1, 1, 1, -1f); var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().Be(6); for (var quad = 0; quad < mesh.QuadCount; quad++) { var edge = mesh.QuadEdges[quad]; var insideCoord = new float3(1f, 1f, 1f); var edgeStart = new float3(edge.X, edge.Y, edge.Z); var edgeEnd = OtherEndpoint(edge); // The single inside sample is (1,1,1); the edge's other endpoint is outside. var outsideCoord = edgeStart.Equals(insideCoord) ? edgeEnd : edgeStart; var outward = outsideCoord - insideCoord; var baseIndex = quad * 4; var v0 = Position(mesh.Positions, mesh.Quads[baseIndex]); var v1 = Position(mesh.Positions, mesh.Quads[baseIndex + 1]); var v2 = Position(mesh.Positions, mesh.Quads[baseIndex + 2]); var v3 = Position(mesh.Positions, mesh.Quads[baseIndex + 3]); var cross = math.cross(v2 - v0, v3 - v1); // Restricted to non-degenerate (non-zero-area) quads: the spec's geometric // winding rule is only meaningful there. Degenerate/collapsed quads are covered // separately by AssertEdgeDirectionsBalance, since a zero cross product carries // no orientation information to check here. if (cross.Equals(float3.zero)) continue; math.dot(cross, outward).Should().BePositive($"quad for edge {edge} should wind outward"); } } [Test] public void A_cells_vertex_is_the_mean_of_its_symmetric_edge_crossing_midpoints() { // A single cell with one inside corner cut symmetrically by +-1 values: each of the // three crossing edges interpolates to its own midpoint. var samples = new float[2, 2, 2]; samples[0, 0, 0] = -1f; samples[1, 0, 0] = 1f; samples[0, 1, 0] = 1f; samples[0, 0, 1] = 1f; samples[1, 1, 0] = 5f; samples[1, 0, 1] = 5f; samples[0, 1, 1] = 5f; samples[1, 1, 1] = 5f; var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(1f / 6f, 1e-6f); mesh.Positions[1].Should().BeApproximately(1f / 6f, 1e-6f); mesh.Positions[2].Should().BeApproximately(1f / 6f, 1e-6f); } [Test] public void A_cells_vertex_is_the_mean_of_unequal_edge_crossings() { var samples = new float[2, 2, 2]; samples[0, 0, 0] = -1f; samples[1, 0, 0] = 3f; // crossing at 0.25 along x samples[0, 1, 0] = 1f; // crossing at 0.5 along y samples[0, 0, 1] = 4f; // crossing at 0.2 along z samples[1, 1, 0] = 5f; samples[1, 0, 1] = 6f; samples[0, 1, 1] = 7f; samples[1, 1, 1] = 8f; var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(0.25f / 3f, 1e-6f); mesh.Positions[1].Should().BeApproximately(0.5f / 3f, 1e-6f); mesh.Positions[2].Should().BeApproximately(0.2f / 3f, 1e-6f); } // A single cell's 12 edges form a cube graph (3-regular, 8 vertices): the number of edges // with differently-signed endpoints (a graph cut) is provably never 1 or 2 for any corner // sign pattern - the minimum nonzero cut is 3 (one corner opposite the other seven), which // the two fixtures above already exercise. 4 and 6 below are the next cuts a single cell // can actually produce; both distinguish sum/count from the sum/3 mutant just as well. [Test] public void A_cells_vertex_with_four_crossings_is_their_mean_not_a_third() { // One face (x=0) inside, the opposite face (x=1) outside: only the 4 x-axis edges // cross, each at the same amount since every inside/outside value is uniform. var samples = new float[2, 2, 2]; for (var y = 0; y < 2; y++) for (var z = 0; z < 2; z++) { samples[0, y, z] = -1f; samples[1, y, z] = 3f; } var mesh = CultGeometrySurfaceNets.Extract(samples); // amount = (0 - -1) / (3 - -1) = 0.25 for all four x-edges, at (y, z) in {0,1}x{0,1}. // mean = ((0.25,0,0)+(0.25,1,0)+(0.25,0,1)+(0.25,1,1)) / 4 = (0.25, 0.5, 0.5). mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(0.25f, 1e-6f); mesh.Positions[1].Should().BeApproximately(0.5f, 1e-6f); mesh.Positions[2].Should().BeApproximately(0.5f, 1e-6f); } [Test] public void A_cells_vertex_with_six_crossings_is_their_mean_not_a_third() { // Two face-diagonal (non-adjacent) corners inside, the other six outside: a cut of 6 // (3 edges from each inside corner; the two inside corners share no edge). var samples = new float[2, 2, 2]; for (var x = 0; x < 2; x++) for (var y = 0; y < 2; y++) for (var z = 0; z < 2; z++) samples[x, y, z] = 3f; samples[0, 0, 0] = -1f; samples[1, 1, 0] = -1f; var mesh = CultGeometrySurfaceNets.Extract(samples); // amount = (0 - -1) / (3 - -1) = 0.25 for all six crossings (uniform inside/outside // values). From (0,0,0): (0.25,0,0), (0,0.25,0), (0,0,0.25). // From (1,1,0): (0.75,1,0), (1,0.75,0), (1,1,0.25). // mean = (3.0, 3.0, 0.5) / 6 = (0.5, 0.5, 1/12). mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(0.5f, 1e-6f); mesh.Positions[1].Should().BeApproximately(0.5f, 1e-6f); mesh.Positions[2].Should().BeApproximately(1f / 12f, 1e-6f); } [Test] public void Vertex_placement_applies_origin_and_cell_size() { // The inside corner is (1,1,1), not (0,0,0): every crossing edge's start sample has at // least one non-zero coordinate, so a cellSize applied by division instead of // multiplication (or dropped altogether) changes the result instead of coincidentally // matching it (a zero component erases that distinction either way). var samples = new float[2, 2, 2]; for (var x = 0; x < 2; x++) for (var y = 0; y < 2; y++) for (var z = 0; z < 2; z++) samples[x, y, z] = 9f; samples[1, 1, 1] = -1f; var mesh = CultGeometrySurfaceNets.Extract(samples, origin: new float3(10f, 20f, 30f), cellSize: 2f); mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(10f + (2.9f / 3f * 2f), 1e-5f); mesh.Positions[1].Should().BeApproximately(20f + (2.9f / 3f * 2f), 1e-5f); mesh.Positions[2].Should().BeApproximately(30f + (2.9f / 3f * 2f), 1e-5f); } [TestCase(6)] [TestCase(8)] [TestCase(10)] public void A_closed_sphere_field_welds_into_a_genus_zero_manifold(int size) { var samples = Sphere(size); var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().BeGreaterThan(0); var usage = EdgeUsage(mesh); usage.Values.Should().OnlyContain(count => count == 2); (mesh.VertexCount - mesh.QuadCount).Should().Be(2); } [Test] public void An_ambiguous_checkerboard_field_has_even_but_not_necessarily_manifold_edge_usage() { // A checkerboard pattern with a one-sample uniform-outside margin, so every crossing // edge this exercises has all four surrounding cells in range: any odd usage would be // a real non-manifold artifact of the ambiguity, not an open-boundary side effect. var samples = new float[5, 5, 5]; for (var x = 0; x < 5; x++) for (var y = 0; y < 5; y++) for (var z = 0; z < 5; z++) { var interior = x is >= 1 and <= 3 && y is >= 1 and <= 3 && z is >= 1 and <= 3; samples[x, y, z] = interior ? (((x + y + z) % 2 == 0) ? -1f : 1f) : 5f; } var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().BeGreaterThan(0); var usage = EdgeUsage(mesh); usage.Values.Should().OnlyContain(count => count % 2 == 0); } [Test] public void An_open_plane_emits_quads_only_where_all_four_surrounding_cells_exist() { var samples = new float[4, 4, 4]; for (var x = 0; x < 4; x++) for (var y = 0; y < 4; y++) for (var z = 0; z < 4; z++) { samples[x, y, z] = x - 1.5f; } var mesh = CultGeometrySurfaceNets.Extract(samples); // The plane crosses 16 grid edges (all y,z at the x=1|2 boundary), but only the // interior y,z in {1,2} have all four surrounding cells, so only 4 quads are emitted. mesh.QuadCount.Should().Be(4); mesh.QuadEdges.Should().OnlyContain(edge => edge.X == 1 && edge.Axis == 0 && (edge.Y == 1 || edge.Y == 2) && (edge.Z == 1 || edge.Z == 2)); } [Test] public void An_open_plane_along_y_emits_quads_only_where_all_four_surrounding_cells_exist() { var samples = new float[4, 4, 4]; for (var x = 0; x < 4; x++) for (var y = 0; y < 4; y++) for (var z = 0; z < 4; z++) { samples[x, y, z] = y - 1.5f; } var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().Be(4); mesh.QuadEdges.Should().OnlyContain(edge => edge.Y == 1 && edge.Axis == 1 && (edge.X == 1 || edge.X == 2) && (edge.Z == 1 || edge.Z == 2)); } [Test] public void An_open_plane_along_z_emits_quads_only_where_all_four_surrounding_cells_exist() { var samples = new float[4, 4, 4]; for (var x = 0; x < 4; x++) for (var y = 0; y < 4; y++) for (var z = 0; z < 4; z++) { samples[x, y, z] = z - 1.5f; } var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().Be(4); mesh.QuadEdges.Should().OnlyContain(edge => edge.Z == 1 && edge.Axis == 2 && (edge.X == 1 || edge.X == 2) && (edge.Y == 1 || edge.Y == 2)); } [Test] public void A_tiny_but_normal_edge_delta_interpolates_exactly_instead_of_falling_back_to_the_midpoint() { // Every crossing edge from the inside corner has firstValue -1e-30f and secondValue // 3e-21f: a delta of ~3e-21, comfortably inside float's normal range (well above the // ~1.18e-38 normal floor) but far under the old 1e-20 guard that used to fall back to // the 0.5 midpoint. The exact amount, computed independently in double precision // below (not by calling Interpolate), is ~3.33e-10 - nowhere near 0.5. var samples = new float[2, 2, 2]; for (var x = 0; x < 2; x++) for (var y = 0; y < 2; y++) for (var z = 0; z < 2; z++) samples[x, y, z] = 3e-21f; samples[0, 0, 0] = -1e-30f; var mesh = CultGeometrySurfaceNets.Extract(samples); var expected = HandDerivedSingleCornerVertex(-1e-30f, 3e-21f); mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(expected, 1e-12f); mesh.Positions[1].Should().BeApproximately(expected, 1e-12f); mesh.Positions[2].Should().BeApproximately(expected, 1e-12f); } [Test] public void A_subnormal_edge_delta_interpolates_exactly_instead_of_falling_back_to_the_midpoint() { // Both endpoints of every crossing edge from the inside corner are themselves // subnormal floats (|value| well under the ~1.1755e-38 normal floor), so the delta // between them is subnormal too. .NET keeps subnormal precision, so this must // interpolate exactly rather than fall back to 0.5, same as the tiny-but-normal case. var samples = new float[2, 2, 2]; for (var x = 0; x < 2; x++) for (var y = 0; y < 2; y++) for (var z = 0; z < 2; z++) samples[x, y, z] = 3e-40f; samples[0, 0, 0] = -1e-40f; var mesh = CultGeometrySurfaceNets.Extract(samples); var expected = HandDerivedSingleCornerVertex(-1e-40f, 3e-40f); mesh.VertexCount.Should().Be(1); mesh.Positions[0].Should().BeApproximately(expected, 1e-6f); mesh.Positions[1].Should().BeApproximately(expected, 1e-6f); mesh.Positions[2].Should().BeApproximately(expected, 1e-6f); } // The four cells around a crossing edge are documented as a perimeter loop in a specific // cyclic order per axis (see TryGetQuadCells). Each of the three tests below pins that // exact order end to end (which welded vertex position lands in Quads[0..3]) for one axis, // using an open-plane fixture whose four relevant cells have distinct, hand-computable // vertex positions, so swapping or mirroring any of the four is directly observable. [Test] public void An_axis_0_quads_corners_follow_the_documented_perimeter_order() { var samples = new float[4, 4, 4]; for (var x = 0; x < 4; x++) for (var y = 0; y < 4; y++) for (var z = 0; z < 4; z++) samples[x, y, z] = x - 1.5f; var mesh = CultGeometrySurfaceNets.Extract(samples); var edge = new CultGeometryGridEdge(1, 1, 1, 0); // Cells (x, y-1, z-1), (x, y, z-1), (x, y, z), (x, y-1, z) each have their vertex at // the cell's own (y, z) center, since the field only varies with x: (1.5, cy+0.5, // cz+0.5). The edge's low end (x=1) is inside and axis 0 is not mirrored, so the // documented c0..c3 order is not swapped. var expected = new[] { new float3(1.5f, 0.5f, 0.5f), // c0 = (1, 0, 0) new float3(1.5f, 1.5f, 0.5f), // c1 = (1, 1, 0) new float3(1.5f, 1.5f, 1.5f), // c2 = (1, 1, 1) new float3(1.5f, 0.5f, 1.5f), // c3 = (1, 0, 1) }; AssertQuadCorners(mesh, edge, expected); } [Test] public void An_axis_1_quads_corners_follow_the_documented_perimeter_order() { var samples = new float[4, 4, 4]; for (var x = 0; x < 4; x++) for (var y = 0; y < 4; y++) for (var z = 0; z < 4; z++) samples[x, y, z] = y - 1.5f; var mesh = CultGeometrySurfaceNets.Extract(samples); var edge = new CultGeometryGridEdge(1, 1, 1, 1); // Cells (x-1, y, z-1), (x, y, z-1), (x, y, z), (x-1, y, z) each have their vertex at // (cx+0.5, 1.5, cz+0.5). The edge's low end (y=1) is inside, but axis 1 is the // mirrored one (OrientationSign[1] < 0), so the documented order is swapped: v1 and // v3 trade places relative to the raw c0..c3 listing. var expected = new[] { new float3(0.5f, 1.5f, 0.5f), // c0 = (0, 1, 0) new float3(0.5f, 1.5f, 1.5f), // c3 = (0, 1, 1), swapped into v1 new float3(1.5f, 1.5f, 1.5f), // c2 = (1, 1, 1) new float3(1.5f, 1.5f, 0.5f), // c1 = (1, 1, 0), swapped into v3 }; AssertQuadCorners(mesh, edge, expected); } [Test] public void An_axis_2_quads_corners_follow_the_documented_perimeter_order() { var samples = new float[4, 4, 4]; for (var x = 0; x < 4; x++) for (var y = 0; y < 4; y++) for (var z = 0; z < 4; z++) samples[x, y, z] = z - 1.5f; var mesh = CultGeometrySurfaceNets.Extract(samples); var edge = new CultGeometryGridEdge(1, 1, 1, 2); // Cells (x-1, y-1, z), (x, y-1, z), (x, y, z), (x-1, y, z) each have their vertex at // (cx+0.5, cy+0.5, 1.5). The edge's low end (z=1) is inside and axis 2 is not // mirrored, so the documented c0..c3 order is not swapped. var expected = new[] { new float3(0.5f, 0.5f, 1.5f), // c0 = (0, 0, 1) new float3(1.5f, 0.5f, 1.5f), // c1 = (1, 0, 1) new float3(1.5f, 1.5f, 1.5f), // c2 = (1, 1, 1) new float3(0.5f, 1.5f, 1.5f), // c3 = (0, 1, 1) }; AssertQuadCorners(mesh, edge, expected); } // The spec's orientation rule "(d1 x d2).(outside - inside) > 0" still holds on // non-degenerate quads (Every_quad_winds_outward_from_inside_to_outside above pins that // directly). These fixtures target the cases the old per-quad geometric fallback got // wrong: quads that collapse to zero area, where orientation must still come from // topology alone and every shared undirected edge must still be traversed in opposite // directions by its two (or four) quads. [Test] public void A_sample_exactly_at_the_isovalue_collapses_every_quad_but_edges_still_balance() { // The inside sample equals isoValue exactly, so every crossing edge from it // interpolates to amount 0: all six quads around it collapse onto the same point. var samples = SingleInsideSample(3, 3, 3, 1, 1, 1, 0f); var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().Be(6); AssertEdgeDirectionsBalance(mesh); } [Test] public void A_sphere_at_a_huge_origin_with_a_tiny_cell_size_collapses_quads_but_edges_still_balance() { // A large origin combined with a tiny cell size used to erase the float32 precision // the old geometric fallback needed: vertex positions could round to the same value // even for non-degenerate quads, making the per-quad cross product an unreliable // orientation source. Orientation no longer reads positions at all, so this must // balance regardless. var samples = Sphere(64); var mesh = CultGeometrySurfaceNets.Extract(samples, origin: new float3(1e4f, 1e4f, 1e4f), cellSize: 0.001f); mesh.QuadCount.Should().BeGreaterThan(0); AssertEdgeDirectionsBalance(mesh); } [Test] public void An_octahedron_field_sampled_exactly_at_the_isovalue_collapses_quads_but_edges_still_balance() { // An L1-distance ("octahedron") field with the radius chosen to land exactly on // several lattice points: those quads collapse just like the single-sample case. A // one-sample uniform-outside margin (same as the checkerboard fixture elsewhere in // this file) keeps every crossing edge's four surrounding cells in range, so an // open-boundary artifact can't masquerade as an orientation imbalance. var samples = new float[5, 5, 5]; for (var x = 0; x < 5; x++) for (var y = 0; y < 5; y++) for (var z = 0; z < 5; z++) { var interior = x is >= 1 and <= 3 && y is >= 1 and <= 3 && z is >= 1 and <= 3; samples[x, y, z] = interior ? Math.Abs(x - 2) + Math.Abs(y - 2) + Math.Abs(z - 2) - 1f : 5f; } var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().BeGreaterThan(0); AssertEdgeDirectionsBalance(mesh); } [Test] public void A_field_within_a_tiny_tolerance_of_the_isovalue_collapses_quads_but_edges_still_balance() { // A sphere field scaled down by 1e-9 so most non-boundary values sit within 1e-8 of // the isovalue without changing which side of it they are on (scaling preserves sign). var samples = Sphere(10); for (var x = 0; x < 10; x++) for (var y = 0; y < 10; y++) for (var z = 0; z < 10; z++) samples[x, y, z] *= 1e-9f; var mesh = CultGeometrySurfaceNets.Extract(samples); mesh.QuadCount.Should().BeGreaterThan(0); AssertEdgeDirectionsBalance(mesh); } [Test] public void Extraction_is_deterministic_and_quad_edges_are_strictly_ascending() { var samples = Sphere(8); var first = CultGeometrySurfaceNets.Extract(samples); var second = CultGeometrySurfaceNets.Extract(samples); second.Positions.Should().Equal(first.Positions); second.Quads.Should().Equal(first.Quads); second.QuadEdges.Should().Equal(first.QuadEdges); for (var index = 1; index < first.QuadEdges.Length; index++) { first.QuadEdges[index].CompareTo(first.QuadEdges[index - 1]).Should().BePositive(); } } [Test] public void Grid_edge_equality_requires_every_component_to_match() { var edge = new CultGeometryGridEdge(1, 2, 3, 0); (edge == new CultGeometryGridEdge(1, 2, 3, 0)).Should().BeTrue(); (edge == new CultGeometryGridEdge(9, 2, 3, 0)).Should().BeFalse(); (edge == new CultGeometryGridEdge(1, 9, 3, 0)).Should().BeFalse(); (edge == new CultGeometryGridEdge(1, 2, 9, 0)).Should().BeFalse(); (edge == new CultGeometryGridEdge(1, 2, 3, 1)).Should().BeFalse(); } [Test] public void Grid_edge_object_equals_distinguishes_every_component_and_rejects_null_and_other_types() { var edge = new CultGeometryGridEdge(1, 2, 3, 0); object same = new CultGeometryGridEdge(1, 2, 3, 0); object diffX = new CultGeometryGridEdge(9, 2, 3, 0); object diffY = new CultGeometryGridEdge(1, 9, 3, 0); object diffZ = new CultGeometryGridEdge(1, 2, 9, 0); object diffAxis = new CultGeometryGridEdge(1, 2, 3, 1); edge.Equals(same).Should().BeTrue(); edge.Equals(diffX).Should().BeFalse(); edge.Equals(diffY).Should().BeFalse(); edge.Equals(diffZ).Should().BeFalse(); edge.Equals(diffAxis).Should().BeFalse(); edge.Equals(null).Should().BeFalse(); edge.Equals("not an edge").Should().BeFalse(); edge.Equals((object)42).Should().BeFalse(); // object.Equals must agree with the typed Equals(CultGeometryGridEdge) it delegates to, // and with GetHashCode wherever the two report equal, so the type is safe as a // dictionary/set key (Extract uses it as one via vertexIndex's cell-coordinate tuples' // sibling role, and tests key EdgeUsage dictionaries by it directly). edge.Equals(same).Should().Be(edge.Equals((CultGeometryGridEdge)same)); edge.GetHashCode().Should().Be(((CultGeometryGridEdge)same).GetHashCode()); } [Test] public void Grid_edge_inequality_is_the_negation_of_equality() { // != has no caller of its own; it exists only because C# requires it whenever == is // defined (CS0216). This is its only direct test. var edge = new CultGeometryGridEdge(1, 2, 3, 0); (edge != new CultGeometryGridEdge(1, 2, 3, 0)).Should().BeFalse(); (edge != new CultGeometryGridEdge(9, 2, 3, 0)).Should().BeTrue(); } [Test] public void Grid_edge_to_string_names_its_coordinates_and_axis() { var edge = new CultGeometryGridEdge(1, 2, 3, 2); edge.ToString().Should().Be("(1, 2, 3)+e2"); } [Test] public void Null_field_is_rejected() { Action act = () => CultGeometrySurfaceNets.Extract(null!); act.Should().Throw(); } [Test] public void Invalid_field_shape_is_rejected() { Action act = () => CultGeometrySurfaceNets.Extract(new float[1, 2, 2]); act.Should().Throw(); } [TestCase(0f)] [TestCase(-1f)] [TestCase(float.NaN)] [TestCase(float.PositiveInfinity)] public void Invalid_cell_size_is_rejected(float cellSize) { var samples = new float[2, 2, 2]; Action act = () => CultGeometrySurfaceNets.Extract(samples, cellSize: cellSize); act.Should().Throw(); } [TestCase(float.NegativeInfinity)] [TestCase(float.PositiveInfinity)] [TestCase(float.NaN)] public void A_non_finite_isoValue_is_rejected(float nonFiniteValue) { var samples = new float[2, 2, 2]; Action act = () => CultGeometrySurfaceNets.Extract(samples, isoValue: nonFiniteValue); act.Should().Throw(); } [TestCase(float.NegativeInfinity, 0f, 0f)] [TestCase(float.PositiveInfinity, 0f, 0f)] [TestCase(float.NaN, 0f, 0f)] [TestCase(0f, float.NegativeInfinity, 0f)] [TestCase(0f, float.PositiveInfinity, 0f)] [TestCase(0f, float.NaN, 0f)] [TestCase(0f, 0f, float.NegativeInfinity)] [TestCase(0f, 0f, float.PositiveInfinity)] [TestCase(0f, 0f, float.NaN)] public void A_non_finite_origin_component_is_rejected(float x, float y, float z) { var samples = new float[2, 2, 2]; Action act = () => CultGeometrySurfaceNets.Extract(samples, origin: new float3(x, y, z)); act.Should().Throw(); } [TestCase(float.NegativeInfinity)] [TestCase(float.PositiveInfinity)] [TestCase(float.NaN)] public void A_non_finite_sample_is_rejected(float nonFiniteValue) { var samples = new float[2, 2, 2]; samples[0, 0, 0] = nonFiniteValue; Action act = () => CultGeometrySurfaceNets.Extract(samples); act.Should().Throw(); } private static float[,,] SingleInsideSample(int sizeX, int sizeY, int sizeZ, int ix, int iy, int iz, float insideValue) { var samples = new float[sizeX, sizeY, sizeZ]; for (var x = 0; x < sizeX; x++) for (var y = 0; y < sizeY; y++) for (var z = 0; z < sizeZ; z++) samples[x, y, z] = 1f; samples[ix, iy, iz] = insideValue; return samples; } private static float[,,] Sphere(int size) { var samples = new float[size, size, size]; var center = (size - 1) / 2f; var radius = center - 1f; for (var x = 0; x < size; x++) for (var y = 0; y < size; y++) for (var z = 0; z < size; z++) { var dx = x - center; var dy = y - center; var dz = z - center; var distance = MathF.Sqrt(dx * dx + dy * dy + dz * dz); samples[x, y, z] = distance - radius; } return samples; } private static Dictionary<(uint, uint), int> EdgeUsage(CultGeometryQuadMesh mesh) { var usage = new Dictionary<(uint, uint), int>(); for (var quad = 0; quad < mesh.QuadCount; quad++) { var baseIndex = quad * 4; var indices = new[] { mesh.Quads[baseIndex], mesh.Quads[baseIndex + 1], mesh.Quads[baseIndex + 2], mesh.Quads[baseIndex + 3], }; for (var edge = 0; edge < 4; edge++) { var a = indices[edge]; var b = indices[(edge + 1) % 4]; var key = a < b ? (a, b) : (b, a); usage[key] = usage.GetValueOrDefault(key) + 1; } } return usage; } private static float3 OtherEndpoint(CultGeometryGridEdge edge) => edge.Axis switch { 0 => new float3(edge.X + 1, edge.Y, edge.Z), 1 => new float3(edge.X, edge.Y + 1, edge.Z), _ => new float3(edge.X, edge.Y, edge.Z + 1), }; private static float3 Position(float[] positions, uint index) { var offset = (int)index * 3; return new float3(positions[offset], positions[offset + 1], positions[offset + 2]); } // Hand-derived (double precision, independent of Interpolate) expected position for a // single-inside-corner-at-origin fixture where every one of the three crossing edges has // the same firstValue/secondValue pair. private static float HandDerivedSingleCornerVertex(float insideValue, float outsideValue) { double first = insideValue; double second = outsideValue; var amount = (0d - first) / (second - first); return (float)(amount / 3d); } private static void AssertQuadCorners(CultGeometryQuadMesh mesh, CultGeometryGridEdge edge, float3[] expected) { var quadIndex = Array.IndexOf(mesh.QuadEdges, edge); quadIndex.Should().BeGreaterThanOrEqualTo(0, $"a quad for edge {edge} should exist"); var baseIndex = quadIndex * 4; for (var i = 0; i < 4; i++) { Position(mesh.Positions, mesh.Quads[baseIndex + i]).Should().Be(expected[i], $"corner {i} of the quad for edge {edge} should be {expected[i]}"); } } // Every shared undirected edge of a welded quad mesh must be traversed in opposite // directions by the quads that share it (net zero over a(); for (var quad = 0; quad < mesh.QuadCount; quad++) { var baseIndex = quad * 4; var indices = new[] { mesh.Quads[baseIndex], mesh.Quads[baseIndex + 1], mesh.Quads[baseIndex + 2], mesh.Quads[baseIndex + 3], }; for (var edge = 0; edge < 4; edge++) { var a = indices[edge]; var b = indices[(edge + 1) % 4]; if (a == b) continue; var key = a < b ? (a, b) : (b, a); var sign = a < b ? 1 : -1; net[key] = net.GetValueOrDefault(key) + sign; } } net.Values.Should().OnlyContain(value => value == 0, "every shared undirected edge should be traversed in opposite directions by its quads"); } } }