add swing-twist decomposition util with unit-tests

This commit is contained in:
Andrew Meadows 2015-08-10 14:47:15 -07:00
parent 4a8baafdd2
commit f9a4b82edd
4 changed files with 145 additions and 63 deletions

View file

@ -26,20 +26,20 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
float proj = glm::dot(point - start, segmentVector) / lengthSquared;
if (proj <= 0.0f) { // closest to the start
return start - point;
} else if (proj >= 1.0f) { // closest to the end
return end - point;
} else { // closest to the middle
return start + segmentVector*proj - point;
}
}
// Computes the penetration between a point and a sphere (centered at the origin)
// if point is inside sphere: returns true and stores the result in 'penetration'
// if point is inside sphere: returns true and stores the result in 'penetration'
// (the vector that would move the point outside the sphere)
// otherwise returns false
bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius,
bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius,
glm::vec3& penetration) {
float vectorLength = glm::length(point);
if (vectorLength < EPSILON) {
@ -71,7 +71,7 @@ bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius
bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration) {
return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
}
@ -93,10 +93,10 @@ bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& ca
float proj = glm::dot(point - capsuleStart, segmentVector) / lengthSquared;
if (proj <= 0.0f) { // closest to the start
return findPointSpherePenetration(point, capsuleStart, startRadius, penetration);
} else if (proj >= 1.0f) { // closest to the end
return findPointSpherePenetration(point, capsuleEnd, endRadius, penetration);
} else { // closest to the middle
return findPointSpherePenetration(point, capsuleStart + segmentVector * proj,
glm::mix(startRadius, endRadius, proj), penetration);
@ -110,7 +110,7 @@ bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter,
startRadius + sphereRadius, endRadius + sphereRadius, penetration);
}
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec4& plane, glm::vec3& penetration) {
float distance = glm::dot(plane, glm::vec4(sphereCenter, 1.0f)) - sphereRadius;
if (distance < 0.0f) {
@ -120,8 +120,8 @@ bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadiu
return false;
}
bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
glm::vec3& penetration) {
glm::vec3 localCenter = sphereCenter - diskCenter;
float axialDistance = glm::dot(localCenter, diskNormal);
@ -171,12 +171,12 @@ glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3&
}
glm::vec3 currentDirection = currentPenetration / currentLength;
float directionalComponent = glm::dot(newPenetration, currentDirection);
// if orthogonal or in the opposite direction, we can simply add
if (directionalComponent <= 0.0f) {
return currentPenetration + newPenetration;
}
// otherwise, we need to take the maximum component of current and new
return currentDirection * glm::max(directionalComponent, currentLength) +
newPenetration - (currentDirection * directionalComponent);
@ -217,14 +217,14 @@ bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direct
float c = glm::dot(constant, constant) - radius * radius;
if (c < 0.0f) { // starts inside cylinder
if (originProjection < 0.0f) { // below start
return findRaySphereIntersection(origin, direction, start, radius, distance);
return findRaySphereIntersection(origin, direction, start, radius, distance);
} else if (originProjection > capsuleLength) { // above end
return findRaySphereIntersection(origin, direction, end, radius, distance);
return findRaySphereIntersection(origin, direction, end, radius, distance);
} else { // between start and end
distance = 0.0f;
return true;
return true;
}
}
glm::vec3 coefficient = direction - relativeEnd * glm::dot(relativeEnd, direction);
@ -245,10 +245,10 @@ bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direct
float intersectionProjection = glm::dot(relativeEnd, intersection);
if (intersectionProjection < 0.0f) { // below start
return findRaySphereIntersection(origin, direction, start, radius, distance);
} else if (intersectionProjection > capsuleLength) { // above end
return findRaySphereIntersection(origin, direction, end, radius, distance);
}
}
distance = t; // between start and end
return true;
}
@ -311,7 +311,7 @@ int computeDirection(float xi, float yi, float xj, float yj, float xk, float yk)
//
// (0,0) (windowWidth, 0)
// -1,1 1,1
// +-----------------------+
// +-----------------------+
// | | |
// | | |
// | -1,0 | |
@ -341,10 +341,10 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
int maxLength = inLength * 2;
glm::vec2* tempVertexArrayA = new glm::vec2[maxLength];
glm::vec2* tempVertexArrayB = new glm::vec2[maxLength];
// set up our temporary arrays
memcpy(tempVertexArrayA, inputVertexArray, sizeof(glm::vec2) * inLength);
// Left edge
LineSegment2 edge;
edge[0] = TOP_LEFT_CLIPPING_WINDOW;
@ -353,7 +353,7 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
// Bottom Edge
edge[0] = BOTTOM_LEFT_CLIPPING_WINDOW;
edge[1] = BOTTOM_RIGHT_CLIPPING_WINDOW;
@ -361,7 +361,7 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
// Right Edge
edge[0] = BOTTOM_RIGHT_CLIPPING_WINDOW;
edge[1] = TOP_RIGHT_CLIPPING_WINDOW;
@ -369,7 +369,7 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
// Top Edge
edge[0] = TOP_RIGHT_CLIPPING_WINDOW;
edge[1] = TOP_LEFT_CLIPPING_WINDOW;
@ -377,18 +377,18 @@ void PolygonClip::clipToScreen(const glm::vec2* inputVertexArray, int inLength,
sutherlandHodgmanPolygonClip(tempVertexArrayA, tempVertexArrayB, tempLengthA, tempLengthB, edge);
// clean the array from tempVertexArrayA and copy cleaned result to tempVertexArrayA
copyCleanArray(tempLengthA, tempVertexArrayA, tempLengthB, tempVertexArrayB);
// copy final output to outputVertexArray
outputVertexArray = tempVertexArrayA;
outLength = tempLengthA;
// cleanup our unused temporary buffer...
delete[] tempVertexArrayB;
// Note: we don't delete tempVertexArrayA, because that's the caller's responsibility
}
void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
int inLength, int& outLength, const LineSegment2& clipBoundary) {
glm::vec2 start, end; // Start, end point of current polygon edge
glm::vec2 intersection; // Intersection point with a clip boundary
@ -397,8 +397,8 @@ void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::ve
start = inVertexArray[inLength - 1]; // Start with the last vertex in inVertexArray
for (int j = 0; j < inLength; j++) {
end = inVertexArray[j]; // Now start and end correspond to the vertices
// Cases 1 and 4 - the endpoint is inside the boundary
// Cases 1 and 4 - the endpoint is inside the boundary
if (pointInsideBoundary(end,clipBoundary)) {
// Case 1 - Both inside
if (pointInsideBoundary(start, clipBoundary)) {
@ -409,14 +409,14 @@ void PolygonClip::sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::ve
appendPoint(end, outLength, outVertexArray);
}
} else { // Cases 2 and 3 - end is outside
if (pointInsideBoundary(start, clipBoundary)) {
if (pointInsideBoundary(start, clipBoundary)) {
// Cases 2 - start is inside, end is outside
segmentIntersectsBoundary(start, end, clipBoundary, intersection);
appendPoint(intersection, outLength, outVertexArray);
} else {
// Case 3 - both are outside, No action
}
}
}
start = end; // Advance to next pair of vertices
}
}
@ -468,23 +468,23 @@ void PolygonClip::appendPoint(glm::vec2 newVertex, int& outLength, glm::vec2* ou
}
// The copyCleanArray() function sets the resulting polygon of the previous step up to be the input polygon for next step of the
// clipping algorithm. As the Sutherland-Hodgman algorithm is a polygon clipping algorithm, it does not handle line
// clipping algorithm. As the Sutherland-Hodgman algorithm is a polygon clipping algorithm, it does not handle line
// clipping very well. The modification so that lines may be clipped as well as polygons is included in this function.
// when completed vertexArrayA will be ready for output and/or next step of clipping
// when completed vertexArrayA will be ready for output and/or next step of clipping
void PolygonClip::copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& lengthB, glm::vec2* vertexArrayB) {
// Fix lines: they will come back with a length of 3, from an original of length of 2
if ((lengthA == 2) && (lengthB == 3)) {
// The first vertex should be copied as is.
vertexArrayA[0] = vertexArrayB[0];
// The first vertex should be copied as is.
vertexArrayA[0] = vertexArrayB[0];
// If the first two vertices of the "B" array are same, then collapse them down to be the 2nd vertex
if (vertexArrayB[0].x == vertexArrayB[1].x) {
vertexArrayA[1] = vertexArrayB[2];
} else {
} else {
// Otherwise the first vertex should be the same as third vertex
vertexArrayA[1] = vertexArrayB[1];
}
lengthA=2;
} else {
} else {
// for all other polygons, then just copy the vertexArrayB to vertextArrayA for next step
lengthA = lengthB;
for (int i = 0; i < lengthB; i++) {
@ -537,3 +537,13 @@ bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& dire
return false;
}
void swingTwistDecomposition(const glm::quat& rotation,
const glm::vec3& direction, // must be normalized
glm::quat& swing,
glm::quat& twist) {
glm::vec3 axis(rotation.x, rotation.y, rotation.z);
glm::vec3 twistPart = glm::dot(direction, axis) * direction;
twist = glm::normalize(glm::quat(rotation.w, twistPart.x, twistPart.y, twistPart.z));
swing = rotation * glm::inverse(twist);
}

View file

@ -22,7 +22,7 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
/// \param sphereRadius the radius of the sphere
/// \param penetration[out] the displacement that would move the point out of penetration with the sphere
/// \return true if point is inside sphere, otherwise false
bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
float sphereRadius, glm::vec3& penetration);
bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
@ -33,7 +33,7 @@ bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereC
bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration);
bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration);
@ -42,14 +42,14 @@ bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRad
bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart,
const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration);
bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd,
float startRadius, float endRadius, glm::vec3& penetration);
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec4& plane, glm::vec3& penetration);
/// Computes the penetration between a sphere and a disk.
/// \param sphereCenter center of sphere
/// \param sphereRadius radius of sphere
@ -58,8 +58,8 @@ bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadiu
/// \param diskNormal normal of disk plan
/// \param penetration[out] the depth that the sphere penetrates the disk
/// \return true if sphere touches disk (does not handle collisions with disk edge)
bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal,
glm::vec3& penetration);
bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
@ -79,9 +79,19 @@ bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direct
bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::quat& rotation,
const glm::vec3& position, const glm::vec2& dimensions, float& distance);
bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance);
/// \brief decomposes rotation into its components such that: rotation = swing * twist
/// \param rotation[in] rotation to decompose
/// \param direction[in] normalized axis about which the twist happens (typically original direction before rotation applied)
/// \param swing[out] the swing part of rotation
/// \param twist[out] the twist part of rotation
void swingTwistDecomposition(const glm::quat& rotation,
const glm::vec3& direction, // must be normalized
glm::quat& swing,
glm::quat& twist);
class Triangle {
public:
glm::vec3 v0;
@ -89,11 +99,11 @@ public:
glm::vec3 v2;
};
inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const Triangle& triangle, float& distance) {
return findRayTriangleIntersection(origin, direction, triangle.v0, triangle.v1, triangle.v2, distance);
}
bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm::vec2 r2p2);
bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk);
@ -117,15 +127,15 @@ public:
static const glm::vec2 TOP_RIGHT_CLIPPING_WINDOW;
static const glm::vec2 BOTTOM_LEFT_CLIPPING_WINDOW;
static const glm::vec2 BOTTOM_RIGHT_CLIPPING_WINDOW;
private:
static void sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
static void sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray,
int inLength, int& outLength, const LineSegment2& clipBoundary);
static bool pointInsideBoundary(const glm::vec2& testVertex, const LineSegment2& clipBoundary);
static void segmentIntersectsBoundary(const glm::vec2& first, const glm::vec2& second,
static void segmentIntersectsBoundary(const glm::vec2& first, const glm::vec2& second,
const LineSegment2& clipBoundary, glm::vec2& intersection);
static void appendPoint(glm::vec2 newVertex, int& outLength, glm::vec2* outVertexArray);

View file

@ -41,11 +41,9 @@ void GeometryUtilTests::testLocalRayRectangleIntersection() {
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);
float expectedDistance = glm::length(rayEnd - rayStart);
@ -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);
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);
}
}
}
}

View file

@ -20,6 +20,7 @@ class GeometryUtilTests : public QObject {
private slots:
void testLocalRayRectangleIntersection();
void testWorldRayRectangleIntersection();
void testTwistSwingDecomposition();
};
float getErrorDifference(const float& a, const float& b);