1f9b284de2
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h # Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h # Code/Editor/Plugins/EditorCommon/stdafx.cpp # Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h # Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h # Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h # Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h # Code/Tools/AssetProcessor/native/precompiled.h # Code/Tools/Standalone/StandaloneTools_precompiled.h # Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h # Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h # Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h # Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h # Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake # Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h # Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h # Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp # Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake # Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h # Gems/Blast/Code/Source/StdAfx.cpp # Gems/Camera/Code/Source/Camera_precompiled.h # Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h # Gems/FastNoise/Code/Source/FastNoise_precompiled.h # Gems/Gestures/Code/Source/Gestures_precompiled.h # Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h # Gems/GraphCanvas/Code/precompiled.h # Gems/ImGui/Code/Source/ImGui_precompiled.h # Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h # Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h # Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp # Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h # Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h # Gems/LyShine/Code/Source/LyShine_precompiled.h # Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h # Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h # Gems/Maestro/Code/Source/Maestro_precompiled.h # Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h # Gems/Metastream/Code/Source/Metastream_precompiled.h # Gems/Microphone/Code/Source/Microphone_precompiled.h # Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h # Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h # Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h # Gems/PhysX/Code/Source/PhysX_precompiled.h # Gems/PhysX/Code/physx_unsupported_files.cmake # Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h # Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h # Gems/ScriptCanvas/Code/Editor/precompiled.h # Gems/ScriptCanvas/Code/Source/precompiled.h # Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h # Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h # Gems/ScriptEvents/Code/Source/precompiled.h # Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp # Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h # Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h # Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h # Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h # Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h # Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h # Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h # Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h # Gems/Twitch/Code/Source/Twitch_precompiled.h # Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
290 lines
12 KiB
C++
290 lines
12 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 "Util/WhiteBoxTextureUtil.h"
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#include "WhiteBoxTestFixtures.h"
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#include "Rendering/Atom/WhiteBoxMeshAtomData.h"
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#include <AzCore/Casting/lossy_cast.h>
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#include <AzCore/Casting/numeric_cast.h>
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzCore/std/containers/array.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzTest/AzTest.h>
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#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
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#include <WhiteBox/WhiteBoxToolApi.h>
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#include <cmath>
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#include <iostream>
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#include <random>
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#include <vector>
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namespace UnitTest
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{
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std::random_device rd;
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std::mt19937 gen(rd());
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// rngs for the first and subsequent significant figures of the random numbers
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std::uniform_real_distribution<> rndFirstSigFig(1.0, 10.0);
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std::uniform_real_distribution<> rndOtherSigFigs(0.0, 1.0);
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// generate noise after the specified decimal place with the first significant
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// figure always being one decimal place after afterDecimalPlace
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float GenerateNoiseWithSignificantFigures(AZ::u32 afterDecimalPlace)
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{
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// number of significant figures of randomness to generate
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const double numSigFigs = 8;
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// scaling factor to push the noise back into the desired range
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const double sigFactor = std::pow(10.0, numSigFigs + afterDecimalPlace);
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// random value for first guaranteed significant digit
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const auto firstSigFig = azlossy_cast<AZ::u64>(rndFirstSigFig(gen)) * std::pow(10.0, numSigFigs - 1);
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// random value for the other significant digits
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const auto otherSigFigs = azlossy_cast<AZ::u64>(rndOtherSigFigs(gen) * std::pow(10.0, numSigFigs - 1));
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// unscaled random value with rndSigFigs significant figures
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const auto fixedLengthRandom = firstSigFig + otherSigFigs;
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// scaled random value to push the noise into the desired significant digit range
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const float noise = aznumeric_cast<float>(fixedLengthRandom / sigFactor);
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return noise;
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}
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// generates a vector of Vector3s with noise for in specified range decimal places
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std::vector<Vector3> GenerateNoiseForSignificantFigureRange(AZ::u32 startDecimalPlace, AZ::u32 endDecimalPlace)
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{
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std::vector<Vector3> noise(endDecimalPlace - startDecimalPlace + 1);
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for (AZ::u32 decimal = startDecimalPlace, i = 0; decimal <= endDecimalPlace; decimal++, i++)
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{
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float x = GenerateNoiseWithSignificantFigures(decimal);
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float y = GenerateNoiseWithSignificantFigures(decimal);
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float z = GenerateNoiseWithSignificantFigures(decimal);
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noise[i] = Vector3{x, y, z};
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}
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return noise;
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}
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// vector of noise vectors with between 3 and 6 significat figures
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const std::vector<Vector3> Noise = GenerateNoiseForSignificantFigureRange(3, 6);
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// noise source permutations to be applied to each test
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const std::vector<NoiseSource> Source = {
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NoiseSource::None, NoiseSource::XComponent, NoiseSource::YComponent, NoiseSource::ZComponent,
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NoiseSource::XYComponent, NoiseSource::XZComponent, NoiseSource::YZComponent, NoiseSource::XYZComponent};
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enum CubeVertex : AZ::u32
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{
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FrontTopLeft,
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FrontTopRight,
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BackTopLeft,
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BackTopRight,
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FrontBottomLeft,
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FrontBottomRight,
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BackBottomLeft,
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BackBottomRight
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};
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const std::vector<AZ::Vector3> UnitCube = {
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AZ::Vector3(-0.5f, 0.5f, 0.5f), // FrontTopLeft
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AZ::Vector3(0.5f, 0.5f, 0.5f), // FrontTopRight
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AZ::Vector3(-0.5f, -0.5f, 0.5f), // BackTopLeft
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AZ::Vector3(0.5f, -0.5f, 0.5f), // BackTopRight
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AZ::Vector3(-0.5f, 0.5f, -0.5f), // FrontBottomLeft
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AZ::Vector3(0.5f, 0.5f, -0.5f), // FrontBottomRight
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AZ::Vector3(-0.5f, -0.5f, -0.5f), // BackBottomLeft
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AZ::Vector3(0.5f, -0.5f, -0.5f) // BackBottomRight
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};
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// returns a vector with noise applied to it as determined by the source
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AZ::Vector3 GenerateNoiseyVector(const AZ::Vector3& in, const Vector3& noise, NoiseSource source)
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{
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switch (source)
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{
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case NoiseSource::None:
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return in;
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case NoiseSource::XComponent:
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return AZ::Vector3(in.GetX() + noise.x, in.GetY(), in.GetZ());
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case NoiseSource::YComponent:
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return AZ::Vector3(in.GetX(), in.GetY() + noise.y, in.GetZ());
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case NoiseSource::ZComponent:
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return AZ::Vector3(in.GetX(), in.GetY(), in.GetZ() + noise.z);
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case NoiseSource::XYComponent:
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return AZ::Vector3(in.GetX() + noise.x, in.GetY() + noise.y, in.GetZ());
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case NoiseSource::XZComponent:
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return AZ::Vector3(in.GetX() + noise.x, in.GetY(), in.GetZ() + noise.z);
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case NoiseSource::YZComponent:
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return AZ::Vector3(in.GetX(), in.GetY() + noise.y, in.GetZ() + noise.z);
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case NoiseSource::XYZComponent:
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return AZ::Vector3(in.GetX() + noise.x, in.GetY() + noise.y, in.GetZ() + noise.z);
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default:
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return in;
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}
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}
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// returns a quaternion with the specified rotation
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AZ::Quaternion GetQuaternionFromRotation(Rotation rotation)
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{
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static const AZ::Quaternion qXAxis = AZ::Quaternion::CreateFromAxisAngle(AZ::Vector3::CreateAxisX(), 45);
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static const AZ::Quaternion qZAxis = AZ::Quaternion::CreateFromAxisAngle(AZ::Vector3::CreateAxisZ(), 45);
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static const AZ::Quaternion qXZAxis = qXAxis + qZAxis;
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switch (rotation)
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{
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case Rotation::Identity:
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return AZ::Quaternion::CreateIdentity();
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case Rotation::XAxis:
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return qXAxis;
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case Rotation::ZAxis:
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return qZAxis;
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case Rotation::XZAxis:
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return qXZAxis;
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default:
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return AZ::Quaternion::CreateIdentity();
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}
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}
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TEST_P(WhiteBoxUVTestFixture, FrontFaceCorners)
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{
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using WhiteBox::CreatePlanarUVFromVertex;
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const auto& [noise, source, rotation] = GetParam();
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const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
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const AZ::Vector3 normal =
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GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, -1.0f, 0.0f)), noise, source);
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const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopLeft]);
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const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopRight]);
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const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomLeft]);
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const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomRight]);
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EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
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EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
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EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
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EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
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}
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TEST_P(WhiteBoxUVTestFixture, BackFaceCorners)
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{
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using WhiteBox::CreatePlanarUVFromVertex;
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const auto& [noise, source, rotation] = GetParam();
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const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
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const AZ::Vector3 normal =
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GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, 1.0f, 0.0f)), noise, source);
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const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopLeft]);
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const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopRight]);
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const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomLeft]);
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const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomRight]);
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EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
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EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
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EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
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EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
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}
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TEST_P(WhiteBoxUVTestFixture, LeftFaceCorners)
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{
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using WhiteBox::CreatePlanarUVFromVertex;
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const auto& [noise, source, rotation] = GetParam();
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const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
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const AZ::Vector3 normal =
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GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(-1.0f, 0.0f, 0.0f)), noise, source);
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const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopLeft]);
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const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopLeft]);
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const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomLeft]);
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const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomLeft]);
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EXPECT_THAT(uv00, IsClose(AZ::Vector2(0.0f, 0.0f)));
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EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 1.0f)));
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EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 0.0f)));
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EXPECT_THAT(uv11, IsClose(AZ::Vector2(1.0f, 1.0f)));
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}
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TEST_P(WhiteBoxUVTestFixture, RightFaceCorners)
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{
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using WhiteBox::CreatePlanarUVFromVertex;
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const auto& [noise, source, rotation] = GetParam();
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const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
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const AZ::Vector3 normal =
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GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(1.0f, 0.0f, 0.0f)), noise, source);
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const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopRight]);
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const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopRight]);
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const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomRight]);
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const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomRight]);
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EXPECT_THAT(uv00, IsClose(AZ::Vector2(0.0f, 0.0f)));
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EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 1.0f)));
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EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 0.0f)));
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EXPECT_THAT(uv11, IsClose(AZ::Vector2(1.0f, 1.0f)));
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}
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TEST_P(WhiteBoxUVTestFixture, TopFaceCorners)
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{
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using WhiteBox::CreatePlanarUVFromVertex;
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const auto& [noise, source, rotation] = GetParam();
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const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
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const AZ::Vector3 normal =
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GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, 0.0f, 1.0f)), noise, source);
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const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopLeft]);
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const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopRight]);
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const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopLeft]);
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const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopRight]);
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EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
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EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
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EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
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EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
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}
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TEST_P(WhiteBoxUVTestFixture, BottomFaceCorners)
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{
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using WhiteBox::CreatePlanarUVFromVertex;
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const auto& [noise, source, rotation] = GetParam();
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const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
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const AZ::Vector3 normal =
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GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, 0.0f, -1.0f)), noise, source);
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const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomLeft]);
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const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomRight]);
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const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomLeft]);
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const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomRight]);
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EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
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EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
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EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
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EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
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}
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// test with permutations of all noise values and sources with rotations around the x and z axis
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INSTANTIATE_TEST_CASE_P(
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, WhiteBoxUVTestFixture,
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::testing::Combine(
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::testing::ValuesIn(Noise), ::testing::ValuesIn(Source),
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::testing::Values(Rotation::Identity, Rotation::XZAxis)));
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TEST(WhiteBoxRenderTest, WhiteBoxMeshAtomDataAabbIsInitializedToNull)
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{
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WhiteBox::WhiteBoxMeshAtomData atomData(WhiteBox::WhiteBoxFaces{});
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EXPECT_EQ(atomData.GetAabb(), AZ::Aabb::CreateNull());
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}
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} // namespace UnitTest
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