// 剖面裁切數學驗證:對單位幾何裁切,檢查保留側與面積守恆 using System.Windows.Media; using System.Windows.Media.Media3D; using STPViewer.Services; namespace SmokeTest; internal static class ClipTest { public static int Run() { int failures = 0; // 單一三角形 (0,0,0)(10,0,0)(0,10,0),面積 50 var mesh = new MeshGeometry3D { Positions = new Point3DCollection { new(0, 0, 0), new(10, 0, 0), new(0, 10, 0), }, TriangleIndices = new Int32Collection { 0, 1, 2 }, }; mesh.Freeze(); // case 1: 平面 x=20,全保留 var m1 = SectionService.ClipMesh(mesh, new Point3D(20, 0, 0), new Vector3D(1, 0, 0)); failures += Check("全保留", Area(m1), 50.0); // case 2: 平面 x=-1,全裁掉 var m2 = SectionService.ClipMesh(mesh, new Point3D(-1, 0, 0), new Vector3D(1, 0, 0)); failures += Check("全裁掉", Area(m2), 0.0); // case 3: 平面 x=5 → 保留 x≤5:梯形面積 = 50 - 右側小三角形(底5高5)/2 = 50 - 12.5 = 37.5 var m3 = SectionService.ClipMesh(mesh, new Point3D(5, 0, 0), new Vector3D(1, 0, 0)); failures += Check("半裁(x≤5)", Area(m3), 37.5); foreach (Point3D p in m3.Positions) if (p.X > 5 + 1e-9) { Console.WriteLine($" FAIL: 頂點 x={p.X} 超出保留側"); failures++; } // case 4: 反向(保留 x≥5)→ 12.5 var m4 = SectionService.ClipMesh(mesh, new Point3D(5, 0, 0), new Vector3D(-1, 0, 0)); failures += Check("半裁(x≥5)", Area(m4), 12.5); // case 5: 線段裁切 var segs = new Point3DCollection { new(0, 0, 0), new(10, 0, 0) }; Point3DCollection s1 = SectionService.ClipSegments(segs, new Point3D(4, 0, 0), new Vector3D(1, 0, 0)); double segLen = s1.Count == 2 ? (s1[1] - s1[0]).Length : -1; failures += Check("線段裁切長度", segLen, 4.0); Console.WriteLine(failures == 0 ? "ClipTest: 全部通過" : $"ClipTest: {failures} 項失敗"); return failures; } private static int Check(string name, double actual, double expected) { bool ok = Math.Abs(actual - expected) < 1e-9; Console.WriteLine($" {(ok ? "PASS" : "FAIL")}: {name} = {actual}(期望 {expected})"); return ok ? 0 : 1; } private static double Area(MeshGeometry3D m) { double a = 0; for (int i = 0; i + 2 < m.TriangleIndices.Count; i += 3) { Vector3D u = m.Positions[m.TriangleIndices[i + 1]] - m.Positions[m.TriangleIndices[i]]; Vector3D v = m.Positions[m.TriangleIndices[i + 2]] - m.Positions[m.TriangleIndices[i]]; a += Vector3D.CrossProduct(u, v).Length / 2; } return a; } }