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

@ -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

@ -82,6 +82,16 @@ bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& dire
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;

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);