Fixed cloth tangent generation (from 'stabilization/2106' @26c9853f)
- The output vectors were not properly filled with zeros when they already had the expected size. - The tolerance was too large and was causing patches while computing tangents and bitangents. - The handedness was inverted to what is expected in the shader (which always inverts tangent's w). Signed-off-by: moraaar <moraaar@amazon.com>
This commit is contained in:
@@ -578,7 +578,7 @@ namespace NvCloth
|
||||
const AZ::Vector3& renderTangent = renderTangents[renderVertexIndex];
|
||||
destTangentsBuffer[index].Set(
|
||||
renderTangent,
|
||||
1.0f);
|
||||
-1.0f); // Shader function ConstructTBN inverts w to change bitangent sign, but the bitangents passed are already corrected, so passing -1.0 to counteract.
|
||||
}
|
||||
|
||||
if (destBitangentsBuffer)
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace NvCloth
|
||||
{
|
||||
namespace
|
||||
{
|
||||
const float Tolerance = 0.0001f;
|
||||
const float Tolerance = 1e-7f;
|
||||
}
|
||||
|
||||
bool TangentSpaceHelper::CalculateNormals(
|
||||
@@ -34,7 +34,8 @@ namespace NvCloth
|
||||
const size_t vertexCount = vertices.size();
|
||||
|
||||
// Reset results
|
||||
outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
|
||||
outNormals.resize(vertexCount);
|
||||
AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
|
||||
|
||||
// calculate the normals per triangle
|
||||
for (size_t i = 0; i < triangleCount; ++i)
|
||||
@@ -115,8 +116,10 @@ namespace NvCloth
|
||||
const size_t vertexCount = vertices.size();
|
||||
|
||||
// Reset results
|
||||
outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
|
||||
outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
|
||||
outTangents.resize(vertexCount);
|
||||
outBitangents.resize(vertexCount);
|
||||
AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
|
||||
AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
|
||||
|
||||
// calculate the base vectors per triangle
|
||||
for (size_t i = 0; i < triangleCount; ++i)
|
||||
@@ -193,9 +196,12 @@ namespace NvCloth
|
||||
const size_t vertexCount = vertices.size();
|
||||
|
||||
// Reset results
|
||||
outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
|
||||
outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
|
||||
outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
|
||||
outTangents.resize(vertexCount);
|
||||
outBitangents.resize(vertexCount);
|
||||
outNormals.resize(vertexCount);
|
||||
AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
|
||||
AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
|
||||
AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
|
||||
|
||||
// calculate the base vectors per triangle
|
||||
for (size_t i = 0; i < triangleCount; ++i)
|
||||
|
||||
@@ -125,6 +125,9 @@ namespace UnitTest
|
||||
const AZStd::vector<AZ::Vector4>& motionConstraints = clothConstraints->GetMotionConstraints();
|
||||
|
||||
EXPECT_TRUE(motionConstraints.size() == SimulationParticles.size());
|
||||
EXPECT_THAT(motionConstraints[0].GetAsVector3(), IsCloseTolerance(SimulationParticles[0].GetAsVector3(), Tolerance));
|
||||
EXPECT_THAT(motionConstraints[1].GetAsVector3(), IsCloseTolerance(SimulationParticles[1].GetAsVector3(), Tolerance));
|
||||
EXPECT_THAT(motionConstraints[2].GetAsVector3(), IsCloseTolerance(SimulationParticles[2].GetAsVector3(), Tolerance));
|
||||
EXPECT_NEAR(motionConstraints[0].GetW(), 6.0f, Tolerance);
|
||||
EXPECT_NEAR(motionConstraints[1].GetW(), 0.0f, Tolerance);
|
||||
EXPECT_NEAR(motionConstraints[2].GetW(), 0.0f, Tolerance);
|
||||
@@ -278,6 +281,9 @@ namespace UnitTest
|
||||
const AZStd::vector<AZ::Vector4>& separationConstraints = clothConstraints->GetSeparationConstraints();
|
||||
|
||||
EXPECT_TRUE(motionConstraints.size() == newParticles.size());
|
||||
EXPECT_THAT(motionConstraints[0].GetAsVector3(), IsCloseTolerance(newParticles[0].GetAsVector3(), Tolerance));
|
||||
EXPECT_THAT(motionConstraints[1].GetAsVector3(), IsCloseTolerance(newParticles[1].GetAsVector3(), Tolerance));
|
||||
EXPECT_THAT(motionConstraints[2].GetAsVector3(), IsCloseTolerance(newParticles[2].GetAsVector3(), Tolerance));
|
||||
EXPECT_NEAR(motionConstraints[0].GetW(), 3.0f, Tolerance);
|
||||
EXPECT_NEAR(motionConstraints[1].GetW(), 1.5f, Tolerance);
|
||||
EXPECT_NEAR(motionConstraints[2].GetW(), 0.0f, Tolerance);
|
||||
@@ -286,8 +292,8 @@ namespace UnitTest
|
||||
EXPECT_NEAR(separationConstraints[0].GetW(), 3.0f, Tolerance);
|
||||
EXPECT_NEAR(separationConstraints[1].GetW(), 1.5f, Tolerance);
|
||||
EXPECT_NEAR(separationConstraints[2].GetW(), 0.3f, Tolerance);
|
||||
EXPECT_THAT(separationConstraints[0].GetAsVector3(), IsCloseTolerance(AZ::Vector3(-3.03902f, 2.80752f, 3.80752f), Tolerance));
|
||||
EXPECT_THAT(separationConstraints[1].GetAsVector3(), IsCloseTolerance(AZ::Vector3(-1.41659f, 0.651243f, -0.348757f), Tolerance));
|
||||
EXPECT_THAT(separationConstraints[2].GetAsVector3(), IsCloseTolerance(AZ::Vector3(6.15313f, -0.876132f, 0.123868f), Tolerance));
|
||||
EXPECT_THAT(separationConstraints[0].GetAsVector3(), IsCloseTolerance(AZ::Vector3(0.0f, 3.53553f, 4.53553f), Tolerance));
|
||||
EXPECT_THAT(separationConstraints[1].GetAsVector3(), IsCloseTolerance(AZ::Vector3(0.0f, 2.06066f, 1.06066f), Tolerance));
|
||||
EXPECT_THAT(separationConstraints[2].GetAsVector3(), IsCloseTolerance(AZ::Vector3(1.0f, -3.74767f, -2.74767f), Tolerance));
|
||||
}
|
||||
} // namespace UnitTest
|
||||
|
||||
Reference in New Issue
Block a user