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add swing-twist decomposition util with unit-tests
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4 changed files with 145 additions and 63 deletions
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@ -26,20 +26,20 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
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float proj = glm::dot(point - start, segmentVector) / lengthSquared;
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if (proj <= 0.0f) { // closest to the start
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return start - point;
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} else if (proj >= 1.0f) { // closest to the end
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return end - point;
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} else { // closest to the middle
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return start + segmentVector*proj - point;
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}
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}
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// Computes the penetration between a point and a sphere (centered at the origin)
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// if point is inside sphere: returns true and stores the result in 'penetration'
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// if point is inside sphere: returns true and stores the result in 'penetration'
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// (the vector that would move the point outside the sphere)
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// otherwise returns false
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius,
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius,
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glm::vec3& penetration) {
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float vectorLength = glm::length(point);
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if (vectorLength < EPSILON) {
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@ -71,7 +71,7 @@ bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius
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bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration) {
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return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
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return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
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glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
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}
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@ -93,10 +93,10 @@ bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& ca
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float proj = glm::dot(point - capsuleStart, segmentVector) / lengthSquared;
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if (proj <= 0.0f) { // closest to the start
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return findPointSpherePenetration(point, capsuleStart, startRadius, penetration);
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} else if (proj >= 1.0f) { // closest to the end
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return findPointSpherePenetration(point, capsuleEnd, endRadius, penetration);
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} else { // closest to the middle
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return findPointSpherePenetration(point, capsuleStart + segmentVector * proj,
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glm::mix(startRadius, endRadius, proj), penetration);
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@ -110,7 +110,7 @@ bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter,
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startRadius + sphereRadius, endRadius + sphereRadius, penetration);
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}
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bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec4& plane, glm::vec3& penetration) {
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float distance = glm::dot(plane, glm::vec4(sphereCenter, 1.0f)) - sphereRadius;
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if (distance < 0.0f) {
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@ -120,8 +120,8 @@ bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadiu
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return false;
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}
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bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
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bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
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glm::vec3& penetration) {
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glm::vec3 localCenter = sphereCenter - diskCenter;
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float axialDistance = glm::dot(localCenter, diskNormal);
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@ -171,12 +171,12 @@ glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3&
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}
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glm::vec3 currentDirection = currentPenetration / currentLength;
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float directionalComponent = glm::dot(newPenetration, currentDirection);
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// if orthogonal or in the opposite direction, we can simply add
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if (directionalComponent <= 0.0f) {
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return currentPenetration + newPenetration;
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}
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// otherwise, we need to take the maximum component of current and new
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return currentDirection * glm::max(directionalComponent, currentLength) +
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newPenetration - (currentDirection * directionalComponent);
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@ -217,14 +217,14 @@ bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direct
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float c = glm::dot(constant, constant) - radius * radius;
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if (c < 0.0f) { // starts inside cylinder
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if (originProjection < 0.0f) { // below start
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return findRaySphereIntersection(origin, direction, start, radius, distance);
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return findRaySphereIntersection(origin, direction, start, radius, distance);
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} else if (originProjection > capsuleLength) { // above end
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return findRaySphereIntersection(origin, direction, end, radius, distance);
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return findRaySphereIntersection(origin, direction, end, radius, distance);
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} else { // between start and end
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distance = 0.0f;
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return true;
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return true;
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}
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}
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glm::vec3 coefficient = direction - relativeEnd * glm::dot(relativeEnd, direction);
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@ -245,10 +245,10 @@ bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direct
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float intersectionProjection = glm::dot(relativeEnd, intersection);
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if (intersectionProjection < 0.0f) { // below start
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return findRaySphereIntersection(origin, direction, start, radius, distance);
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} else if (intersectionProjection > capsuleLength) { // above end
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return findRaySphereIntersection(origin, direction, end, radius, distance);
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}
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}
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distance = t; // between start and end
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return true;
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}
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@ -311,7 +311,7 @@ int computeDirection(float xi, float yi, float xj, float yj, float xk, float yk)
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//
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// (0,0) (windowWidth, 0)
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// -1,1 1,1
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// +-----------------------+
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// +-----------------------+
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// | | |
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// | | |
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// | -1,0 | |
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@ -341,10 +341,10 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
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int maxLength = inLength * 2;
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glm::vec2* tempVertexArrayA = new glm::vec2[maxLength];
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glm::vec2* tempVertexArrayB = new glm::vec2[maxLength];
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// set up our temporary arrays
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memcpy(tempVertexArrayA, inputVertexArray, sizeof(glm::vec2) * inLength);
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// Left edge
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LineSegment2 edge;
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edge[0] = TOP_LEFT_CLIPPING_WINDOW;
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@ -353,7 +353,7 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
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sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
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// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
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copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
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// Bottom Edge
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edge[0] = BOTTOM_LEFT_CLIPPING_WINDOW;
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edge[1] = BOTTOM_RIGHT_CLIPPING_WINDOW;
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@ -361,7 +361,7 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
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sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
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// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
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copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
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// Right Edge
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edge[0] = BOTTOM_RIGHT_CLIPPING_WINDOW;
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edge[1] = TOP_RIGHT_CLIPPING_WINDOW;
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@ -369,7 +369,7 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
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sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
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// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
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copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
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// Top Edge
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edge[0] = TOP_RIGHT_CLIPPING_WINDOW;
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edge[1] = TOP_LEFT_CLIPPING_WINDOW;
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@ -377,18 +377,18 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
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sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
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// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
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copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
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// copy final output to outputVertexArray
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outputVertexArray = tempVertexArrayA;
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outLength = tempLengthA;
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// cleanup our unused temporary buffer...
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delete[] tempVertexArrayB;
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// Note: we don't delete tempVertexArrayA, because that's the caller's responsibility
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}
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void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
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void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
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int inLength, int& outLength, const LineSegment2& clipBoundary) {
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glm::vec2 start, end; // Start, end point of current polygon edge
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glm::vec2 intersection; // Intersection point with a clip boundary
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@ -397,8 +397,8 @@ void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::ve
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start = inVertexArray[inLength - 1]; // Start with the last vertex in inVertexArray
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for (int j = 0; j < inLength; j++) {
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end = inVertexArray[j]; // Now start and end correspond to the vertices
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// Cases 1 and 4 - the endpoint is inside the boundary
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// Cases 1 and 4 - the endpoint is inside the boundary
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if (pointInsideBoundary(end,clipBoundary)) {
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// Case 1 - Both inside
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if (pointInsideBoundary(start, clipBoundary)) {
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@ -409,14 +409,14 @@ void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::ve
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appendPoint(end, outLength, outVertexArray);
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}
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} else { // Cases 2 and 3 - end is outside
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if (pointInsideBoundary(start, clipBoundary)) {
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if (pointInsideBoundary(start, clipBoundary)) {
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// Cases 2 - start is inside, end is outside
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segmentIntersectsBoundary(start, end, clipBoundary, intersection);
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appendPoint(intersection, outLength, outVertexArray);
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} else {
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// Case 3 - both are outside, No action
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}
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}
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}
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start = end; // Advance to next pair of vertices
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}
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}
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@ -468,23 +468,23 @@ void PolygonClip::appendPoint(glm::vec2 newVertex, int& outLength, glm::vec2* ou
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}
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// The copyCleanArray() function sets the resulting polygon of the previous step up to be the input polygon for next step of the
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// clipping algorithm. As the Sutherland-Hodgman algorithm is a polygon clipping algorithm, it does not handle line
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// clipping algorithm. As the Sutherland-Hodgman algorithm is a polygon clipping algorithm, it does not handle line
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// clipping very well. The modification so that lines may be clipped as well as polygons is included in this function.
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// when completed vertexArrayA will be ready for output and/or next step of clipping
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// when completed vertexArrayA will be ready for output and/or next step of clipping
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void PolygonClip::copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& lengthB, glm::vec2* vertexArrayB) {
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// Fix lines: they will come back with a length of 3, from an original of length of 2
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if ((lengthA == 2) && (lengthB == 3)) {
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// The first vertex should be copied as is.
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vertexArrayA[0] = vertexArrayB[0];
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// The first vertex should be copied as is.
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vertexArrayA[0] = vertexArrayB[0];
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// If the first two vertices of the "B" array are same, then collapse them down to be the 2nd vertex
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if (vertexArrayB[0].x == vertexArrayB[1].x) {
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vertexArrayA[1] = vertexArrayB[2];
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} else {
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} else {
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// Otherwise the first vertex should be the same as third vertex
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vertexArrayA[1] = vertexArrayB[1];
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}
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lengthA=2;
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} else {
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} else {
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// for all other polygons, then just copy the vertexArrayB to vertextArrayA for next step
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lengthA = lengthB;
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for (int i = 0; i < lengthB; i++) {
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@ -537,3 +537,13 @@ bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& dire
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return false;
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}
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void swingTwistDecomposition(const glm::quat& rotation,
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const glm::vec3& direction, // must be normalized
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glm::quat& swing,
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glm::quat& twist) {
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glm::vec3 axis(rotation.x, rotation.y, rotation.z);
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glm::vec3 twistPart = glm::dot(direction, axis) * direction;
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twist = glm::normalize(glm::quat(rotation.w, twistPart.x, twistPart.y, twistPart.z));
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swing = rotation * glm::inverse(twist);
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}
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@ -22,7 +22,7 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
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/// \param sphereRadius the radius of the sphere
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/// \param penetration[out] the displacement that would move the point out of penetration with the sphere
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/// \return true if point is inside sphere, otherwise false
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
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float sphereRadius, glm::vec3& penetration);
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bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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@ -33,7 +33,7 @@ bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereC
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bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
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const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration);
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bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration);
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@ -42,14 +42,14 @@ bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRad
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bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart,
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const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration);
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bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd,
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float startRadius, float endRadius, glm::vec3& penetration);
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bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec4& plane, glm::vec3& penetration);
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/// Computes the penetration between a sphere and a disk.
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/// \param sphereCenter center of sphere
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/// \param sphereRadius radius of sphere
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@ -58,8 +58,8 @@ bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadiu
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/// \param diskNormal normal of disk plan
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/// \param penetration[out] the depth that the sphere penetrates the disk
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/// \return true if sphere touches disk (does not handle collisions with disk edge)
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bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
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bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
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glm::vec3& penetration);
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bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
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@ -79,9 +79,19 @@ bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direct
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::quat& rotation,
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const glm::vec3& position, const glm::vec2& dimensions, float& distance);
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bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance);
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/// \brief decomposes rotation into its components such that: rotation = swing * twist
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/// \param rotation[in] rotation to decompose
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/// \param direction[in] normalized axis about which the twist happens (typically original direction before rotation applied)
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/// \param swing[out] the swing part of rotation
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/// \param twist[out] the twist part of rotation
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void swingTwistDecomposition(const glm::quat& rotation,
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const glm::vec3& direction, // must be normalized
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glm::quat& swing,
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glm::quat& twist);
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class Triangle {
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public:
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glm::vec3 v0;
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@ -89,11 +99,11 @@ public:
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glm::vec3 v2;
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};
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inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const Triangle& triangle, float& distance) {
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return findRayTriangleIntersection(origin, direction, triangle.v0, triangle.v1, triangle.v2, distance);
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}
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bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm::vec2 r2p2);
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bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk);
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@ -117,15 +127,15 @@ public:
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static const glm::vec2 TOP_RIGHT_CLIPPING_WINDOW;
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static const glm::vec2 BOTTOM_LEFT_CLIPPING_WINDOW;
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static const glm::vec2 BOTTOM_RIGHT_CLIPPING_WINDOW;
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private:
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static void sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
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static void sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
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int inLength, int& outLength, const LineSegment2& clipBoundary);
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static bool pointInsideBoundary(const glm::vec2& testVertex, const LineSegment2& clipBoundary);
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static void segmentIntersectsBoundary(const glm::vec2& first, const glm::vec2& second,
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static void segmentIntersectsBoundary(const glm::vec2& first, const glm::vec2& second,
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const LineSegment2& clipBoundary, glm::vec2& intersection);
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static void appendPoint(glm::vec2 newVertex, int& outLength, glm::vec2* outVertexArray);
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||||
|
|
|
@ -41,11 +41,9 @@ void GeometryUtilTests::testLocalRayRectangleIntersection() {
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|||
glm::vec3 rectCenter(0.0f, 0.0f, 0.0f);
|
||||
glm::quat rectRotation = glm::quat(); // identity
|
||||
|
||||
// create points for generating rays that hit the plane and don't
|
||||
glm::vec3 rayStart(1.0f, 2.0f, 3.0f);
|
||||
float delta = 0.1f;
|
||||
|
||||
{ // verify hit
|
||||
glm::vec3 rayStart(1.0f, 2.0f, 3.0f);
|
||||
float delta = 0.1f;
|
||||
glm::vec3 rayEnd = rectCenter + rectRotation * ((0.5f * rectDimensions.x - delta) * xAxis);
|
||||
glm::vec3 rayHitDirection = glm::normalize(rayEnd - rayStart);
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||||
float expectedDistance = glm::length(rayEnd - rayStart);
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||||
|
@ -57,6 +55,8 @@ void GeometryUtilTests::testLocalRayRectangleIntersection() {
|
|||
}
|
||||
|
||||
{ // verify miss
|
||||
glm::vec3 rayStart(1.0f, 2.0f, 3.0f);
|
||||
float delta = 0.1f;
|
||||
glm::vec3 rayEnd = rectCenter + rectRotation * ((0.5f * rectDimensions.y + delta) * yAxis);
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||||
glm::vec3 rayMissDirection = glm::normalize(rayEnd - rayStart);
|
||||
float distance = FLT_MAX;
|
||||
|
@ -67,9 +67,9 @@ void GeometryUtilTests::testLocalRayRectangleIntersection() {
|
|||
|
||||
{ // hit with co-planer line
|
||||
float yFraction = 0.25f;
|
||||
rayStart = rectCenter + rectRotation * (rectDimensions.x * xAxis + yFraction * rectDimensions.y * yAxis);
|
||||
glm::vec3 rayStart = rectCenter + rectRotation * (rectDimensions.x * xAxis + yFraction * rectDimensions.y * yAxis);
|
||||
|
||||
glm::vec3 rayEnd = rectCenter - rectRotation * (rectDimensions.x * xAxis + yFraction * rectDimensions.y * yAxis);
|
||||
glm::vec3 rayEnd = rectCenter - rectRotation * (rectDimensions.x * xAxis - yFraction * rectDimensions.y * yAxis);
|
||||
glm::vec3 rayHitDirection = glm::normalize(rayEnd - rayStart);
|
||||
float expectedDistance = rectDimensions.x;
|
||||
|
||||
|
@ -81,9 +81,9 @@ void GeometryUtilTests::testLocalRayRectangleIntersection() {
|
|||
|
||||
{ // miss with co-planer line
|
||||
float yFraction = 0.75f;
|
||||
rayStart = rectCenter + rectRotation * (rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayStart = rectCenter + rectRotation * (rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
|
||||
glm::vec3 rayEnd = rectCenter + rectRotation * (- rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayEnd = rectCenter - rectRotation * (rectDimensions.x * xAxis - (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayHitDirection = glm::normalize(rayEnd - rayStart);
|
||||
|
||||
float distance = FLT_MAX;
|
||||
|
@ -134,7 +134,7 @@ void GeometryUtilTests::testWorldRayRectangleIntersection() {
|
|||
float yFraction = 0.25f;
|
||||
rayStart = rectCenter + rectRotation * (rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
|
||||
glm::vec3 rayEnd = rectCenter - rectRotation * (rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayEnd = rectCenter - rectRotation * (rectDimensions.x * xAxis - (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayHitDirection = glm::normalize(rayEnd - rayStart);
|
||||
float expectedDistance = rectDimensions.x;
|
||||
|
||||
|
@ -148,7 +148,7 @@ void GeometryUtilTests::testWorldRayRectangleIntersection() {
|
|||
float yFraction = 0.75f;
|
||||
rayStart = rectCenter + rectRotation * (rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
|
||||
glm::vec3 rayEnd = rectCenter + rectRotation * (-rectDimensions.x * xAxis + (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayEnd = rectCenter - rectRotation * (rectDimensions.x * xAxis - (yFraction * rectDimensions.y) * yAxis);
|
||||
glm::vec3 rayHitDirection = glm::normalize(rayEnd - rayStart);
|
||||
|
||||
float distance = FLT_MAX;
|
||||
|
@ -158,3 +158,64 @@ void GeometryUtilTests::testWorldRayRectangleIntersection() {
|
|||
}
|
||||
}
|
||||
|
||||
void GeometryUtilTests::testTwistSwingDecomposition() {
|
||||
// for each twist and swing angle pair:
|
||||
// (a) compute twist and swing input components
|
||||
// (b) compose the total rotation
|
||||
// (c) decompose the total rotation
|
||||
// (d) compare decomposed values with input components
|
||||
|
||||
glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
|
||||
glm::vec3 twistAxis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f)); // can be anything but xAxis
|
||||
glm::vec3 initialSwingAxis = glm::normalize(glm::cross(xAxis, twistAxis)); // initialSwingAxis must be perp to twistAxis
|
||||
|
||||
const int numTwists = 6;
|
||||
const int numSwings = 7;
|
||||
const int numSwingAxes = 5;
|
||||
|
||||
const float smallAngle = PI / 100.0f;
|
||||
|
||||
const float maxTwist = PI;
|
||||
const float minTwist = -PI;
|
||||
const float minSwing = 0.0f;
|
||||
const float maxSwing = PI;
|
||||
|
||||
const float deltaTwist = (maxTwist - minTwist - 2.0f * smallAngle) / (float)(numTwists - 1);
|
||||
const float deltaSwing = (maxSwing - minSwing - 2.0f * smallAngle) / (float)(numSwings - 1);
|
||||
|
||||
for (float twist = minTwist + smallAngle; twist < maxTwist; twist += deltaTwist) {
|
||||
// compute twist component
|
||||
glm::quat twistRotation = glm::angleAxis(twist, twistAxis);
|
||||
|
||||
float deltaTheta = TWO_PI / (numSwingAxes - 1);
|
||||
for (float theta = 0.0f; theta < TWO_PI; theta += deltaTheta) {
|
||||
// compute the swingAxis
|
||||
glm::quat thetaRotation = glm::angleAxis(theta, twistAxis);
|
||||
glm::vec3 swingAxis = thetaRotation * initialSwingAxis;
|
||||
|
||||
for (float swing = minSwing + smallAngle; swing < maxSwing; swing += deltaSwing) {
|
||||
// compute swing component
|
||||
glm::quat swingRotation = glm::angleAxis(swing, swingAxis);
|
||||
|
||||
// compose
|
||||
glm::quat totalRotation = swingRotation * twistRotation;
|
||||
|
||||
// decompose
|
||||
glm::quat measuredTwistRotation;
|
||||
glm::quat measuredSwingRotation;
|
||||
swingTwistDecomposition(totalRotation, twistAxis, measuredSwingRotation, measuredTwistRotation);
|
||||
|
||||
// dot decomposed with components
|
||||
float twistDot = fabsf(glm::dot(twistRotation, measuredTwistRotation));
|
||||
float swingDot = fabsf(glm::dot(swingRotation, measuredSwingRotation));
|
||||
|
||||
// the dot products should be very close to 1.0
|
||||
const float MIN_ERROR = 1.0e-6f;
|
||||
QCOMPARE_WITH_ABS_ERROR(1.0f, twistDot, MIN_ERROR);
|
||||
QCOMPARE_WITH_ABS_ERROR(1.0f, swingDot, MIN_ERROR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@ class GeometryUtilTests : public QObject {
|
|||
private slots:
|
||||
void testLocalRayRectangleIntersection();
|
||||
void testWorldRayRectangleIntersection();
|
||||
void testTwistSwingDecomposition();
|
||||
};
|
||||
|
||||
float getErrorDifference(const float& a, const float& b);
|
||||
|
|
Loading…
Reference in a new issue