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238 lines
9.4 KiB
C++
238 lines
9.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Math/Quaternion.h>
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#include <AzCore/Math/Spline.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzTest/AzTest.h>
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#include <AzToolsFramework/Picking/Manipulators/ManipulatorBounds.h>
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#include <AzCore/UnitTest/TestTypes.h>
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namespace UnitTest
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{
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const float g_epsilon = 1e-4f;
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using namespace AzToolsFramework::Picking;
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TEST(ManipulatorBounds, Sphere)
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{
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ManipulatorBoundSphere manipulatorBoundSphere(RegisteredBoundId{});
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manipulatorBoundSphere.m_center = AZ::Vector3::CreateZero();
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manipulatorBoundSphere.m_radius = 2.0f;
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float intersectionDistance;
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bool intersection = manipulatorBoundSphere.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 8.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Box)
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{
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ManipulatorBoundBox manipulatorBoundBox(RegisteredBoundId{});
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manipulatorBoundBox.m_center = AZ::Vector3::CreateZero();
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manipulatorBoundBox.m_halfExtents = AZ::Vector3(1.0f);
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manipulatorBoundBox.m_axis1 = AZ::Vector3::CreateAxisX();
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manipulatorBoundBox.m_axis2 = AZ::Vector3::CreateAxisY();
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manipulatorBoundBox.m_axis3 = AZ::Vector3::CreateAxisZ();
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float intersectionDistance;
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bool intersection = manipulatorBoundBox.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 9.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Cylinder)
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{
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ManipulatorBoundCylinder manipulatorCylinder(RegisteredBoundId{});
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manipulatorCylinder.m_base = AZ::Vector3::CreateAxisZ(-5.0f);
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manipulatorCylinder.m_axis = AZ::Vector3::CreateAxisZ();
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manipulatorCylinder.m_height = 10.0f;
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manipulatorCylinder.m_radius = 2.0f;
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float intersectionDistance;
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bool intersection = manipulatorCylinder.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 8.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Cone)
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{
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ManipulatorBoundCone manipulatorCone(RegisteredBoundId{});
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manipulatorCone.m_apexPosition = AZ::Vector3::CreateAxisZ(-5.0f);
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manipulatorCone.m_height = 10.0f;
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manipulatorCone.m_dir = AZ::Vector3::CreateAxisZ();
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manipulatorCone.m_radius = 4.0f;
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float intersectionDistance;
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bool intersection = manipulatorCone.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 8.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Quad)
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{
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ManipulatorBoundQuad manipulatorQuad(RegisteredBoundId{});
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manipulatorQuad.m_corner1 = AZ::Vector3(-1.0f, 0.0f, 1.0f);
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manipulatorQuad.m_corner2 = AZ::Vector3(1.0f, 0.0f, 1.0f);
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manipulatorQuad.m_corner3 = AZ::Vector3(1.0f, 0.0f, -1.0f);
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manipulatorQuad.m_corner4 = AZ::Vector3(-1.0f, 0.0f, -1.0f);
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float intersectionDistance;
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bool intersection = manipulatorQuad.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 10.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Torus)
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{
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ManipulatorBoundTorus manipulatorTorus(RegisteredBoundId{});
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manipulatorTorus.m_axis = AZ::Vector3::CreateAxisY();
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manipulatorTorus.m_center = AZ::Vector3::CreateZero();
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manipulatorTorus.m_majorRadius = 5.0f;
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manipulatorTorus.m_minorRadius = 0.5f;
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float _;
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bool intersectionCenter = manipulatorTorus.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), _);
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// miss - through center
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EXPECT_TRUE(!intersectionCenter);
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float intersectionDistance;
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bool intersectionOutside = manipulatorTorus.IntersectRay(
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AZ::Vector3(5.0f, 10.0f, 0.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 9.5f, g_epsilon);
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EXPECT_TRUE(intersectionOutside);
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}
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TEST(ManipulatorBounds, RayIntersectsTorusAtAcuteAngle)
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{
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// torus approximation is side-on to ray
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ManipulatorBoundTorus manipulatorTorus(RegisteredBoundId{});
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manipulatorTorus.m_axis = AZ::Vector3::CreateAxisX();
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manipulatorTorus.m_center = AZ::Vector3::CreateZero();
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manipulatorTorus.m_majorRadius = 5.0f;
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manipulatorTorus.m_minorRadius = 0.5f;
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// calculation used to orientate the ray to hit
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// the inside edge of the cylinder
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//
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// tan @ = opp / adj
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// tan @ = 0.5 / 5.0 = 0.1
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// @ = atan(0.1) = 5.71 degrees
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//
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// tan 5.71 = x / 15
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// x = 15 * tan 5.71 = ~1.5
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const AZ::Vector3 orientatedPickRay =
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AZ::Quaternion::CreateRotationZ(AZ::DegToRad(5.7f)).TransformVector(-AZ::Vector3::CreateAxisY());
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float _;
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bool intersection = manipulatorTorus.IntersectRay(
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AZ::Vector3(-1.5f, 10.0f, 0.0f), orientatedPickRay, _);
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// ensure we get a valid intersection (even if the first hit
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// might have happened in the 'hollow' part of the cylinder)
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Line)
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{
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ManipulatorBoundLineSegment manipulatorLine(RegisteredBoundId{});
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manipulatorLine.m_worldStart = AZ::Vector3(-5.0f, 0.0f, 0.0f);
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manipulatorLine.m_worldEnd = AZ::Vector3(5.0f, 0.0f, 0.0f);
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manipulatorLine.m_width = 0.2f;
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float intersectionDistance;
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bool intersection = manipulatorLine.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 10.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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TEST(ManipulatorBounds, Spline)
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{
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AZStd::shared_ptr<AZ::BezierSpline> bezierSpline = AZStd::make_shared<AZ::BezierSpline>();
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bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(-10.0f, 0.0f, 0.0f));
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bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(-5.0f, 0.0f, 0.0f));
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bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(5.0f, 0.0f, 0.0f));
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bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(10.0f, 0.0f, 0.0f));
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ManipulatorBoundSpline manipulatorSpline(RegisteredBoundId{});
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manipulatorSpline.m_spline = bezierSpline;
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manipulatorSpline.m_transform = AZ::Transform::CreateIdentity();
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manipulatorSpline.m_width = 0.2f;
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float intersectionDistance;
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bool intersection = manipulatorSpline.IntersectRay(
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AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);
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EXPECT_NEAR(intersectionDistance, 10.0f, g_epsilon);
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EXPECT_TRUE(intersection);
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}
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// replicates a scenario in the Editor using a cone and a pick ray which should have failed but passed with Intersect::IntersectRayCone
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TEST(ManipulatorIntersectRayConeTest, RayConeEditorScenarioTest)
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{
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auto rayOrigin = AZ::Vector3(0.0f, -0.808944702f, 0.0f);
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auto rayDir = AZ::Vector3(0.301363617f, 0.939044654f, 0.165454566f);
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float t = 0.0f;
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bool hit = AzToolsFramework::Picking::IntersectRayCone(
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rayOrigin, rayDir, AZ::Vector3(0.0f, 0.0f, 0.161788940f), AZ::Vector3(0.0f, 0.0f, -1.0f), 0.0453009047, 0.0113252262, t);
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EXPECT_FALSE(hit);
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}
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// cone lying flat, ray going towards base of cone
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TEST(ManipulatorIntersectRayConeTest, RayIntersectsConeBase)
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{
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auto rayOrigin = AZ::Vector3::CreateZero();
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auto rayDir = AZ::Vector3::CreateAxisY();
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float t = 0.0f;
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bool hit = AzToolsFramework::Picking::IntersectRayCone(
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rayOrigin, rayDir, AZ::Vector3::CreateAxisY(10.0f), AZ::Vector3::CreateAxisY(-1.0f), 5.0f, 1.0f, t);
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EXPECT_TRUE(hit);
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EXPECT_THAT(t, ::testing::FloatNear(5.0f, 0.0001f));
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}
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// cone standing up, ray going towards mid side of cone
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TEST(ManipulatorIntersectRayConeTest, RayIntersectsConeSide)
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{
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auto rayOrigin = AZ::Vector3::CreateZero();
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auto rayDir = AZ::Vector3::CreateAxisY();
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float t = 0.0f;
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bool hit = AzToolsFramework::Picking::IntersectRayCone(
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rayOrigin, rayDir, AZ::Vector3(0.0f, 10.0f, 5.0f), AZ::Vector3::CreateAxisZ(-1.0f), 10.0f, 5.0f, t);
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EXPECT_TRUE(hit);
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EXPECT_THAT(t, ::testing::FloatNear(7.5f, 0.0001f));
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}
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// cone standing up, ray going towards mid side of cone
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TEST(ManipulatorIntersectRayConeTest, RayIntersectsConeApex)
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{
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auto rayOrigin = AZ::Vector3::CreateZero();
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auto rayDir = AZ::Vector3::CreateAxisY();
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float t = 0.0f;
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bool hit = AzToolsFramework::Picking::IntersectRayCone(
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rayOrigin, rayDir, AZ::Vector3::CreateAxisY(2.5f), AZ::Vector3::CreateAxisY(1.0f), 5.0f, 1.0f, t);
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EXPECT_TRUE(hit);
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EXPECT_THAT(t, ::testing::FloatNear(2.5f, 0.0001f));
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}
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} // namespace UnitTest
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