Luanti 5.10.0-dev
 
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mesh_compare.h File Reference
#include <array>
#include <vector>
#include <irrlichttypes.h>
#include <S3DVertex.h>
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Typedefs

using Triangle = std::array<video::S3DVertex, 3>
 Represents a triangle as three vertices.
 
using Quad = std::array<video::S3DVertex, 4>
 Represents a quad as four vertices.
 

Functions

bool checkMeshEqual (const std::vector< video::S3DVertex > &vertices, const std::vector< u16 > &indices, const std::vector< Triangle > &expected)
 Compare two meshes for equality.
 

Typedef Documentation

◆ Quad

using Quad = std::array<video::S3DVertex, 4>

Represents a quad as four vertices.

Vertices should be in the counter-clockwise order.

◆ Triangle

using Triangle = std::array<video::S3DVertex, 3>

Represents a triangle as three vertices.

“Smallest” (according to <) vertex is expected to be first, others should follow in the counter-clockwise order.

Function Documentation

◆ checkMeshEqual()

bool checkMeshEqual ( const std::vector< video::S3DVertex > & vertices,
const std::vector< u16 > & indices,
const std::vector< Triangle > & expected )
nodiscard

Compare two meshes for equality.

Parameters
verticesVertices of the first mesh. Order doesn’t matter.
indicesIndices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding.
expectedThe second mesh, in an expanded form. Must be sorted.
Returns
Whether the two meshes are equal.
Parameters
verticesVertices of the first mesh. Order doesn’t matter.
indicesIndices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding.
expectedThe 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.

References canonicalizeMesh().

Referenced by TestMeshCompare::testQuad(), and TestMeshCompare::testTriangle().

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