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o3de/Gems/WhiteBox/Code/Tests/WhiteBoxUVTest.cpp

290 lines
12 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "Util/WhiteBoxTextureUtil.h"
#include "WhiteBoxTestFixtures.h"
#include "Rendering/Atom/WhiteBoxMeshAtomData.h"
#include <AzCore/Casting/lossy_cast.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzCore/std/containers/array.h>
#include <AzCore/std/containers/vector.h>
#include <AzTest/AzTest.h>
#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
#include <WhiteBox/WhiteBoxToolApi.h>
#include <cmath>
#include <iostream>
#include <random>
#include <vector>
namespace UnitTest
{
std::random_device rd;
std::mt19937 gen(rd());
// rngs for the first and subsequent significant figures of the random numbers
std::uniform_real_distribution<> rndFirstSigFig(1.0, 10.0);
std::uniform_real_distribution<> rndOtherSigFigs(0.0, 1.0);
// generate noise after the specified decimal place with the first significant
// figure always being one decimal place after afterDecimalPlace
float GenerateNoiseWithSignificantFigures(AZ::u32 afterDecimalPlace)
{
// number of significant figures of randomness to generate
const double numSigFigs = 8;
// scaling factor to push the noise back into the desired range
const double sigFactor = std::pow(10.0, numSigFigs + afterDecimalPlace);
// random value for first guaranteed significant digit
const auto firstSigFig = azlossy_cast<AZ::u64>(rndFirstSigFig(gen)) * std::pow(10.0, numSigFigs - 1);
// random value for the other significant digits
const auto otherSigFigs = azlossy_cast<AZ::u64>(rndOtherSigFigs(gen) * std::pow(10.0, numSigFigs - 1));
// unscaled random value with rndSigFigs significant figures
const auto fixedLengthRandom = firstSigFig + otherSigFigs;
// scaled random value to push the noise into the desired significant digit range
const float noise = aznumeric_cast<float>(fixedLengthRandom / sigFactor);
return noise;
}
// generates a vector of Vector3s with noise for in specified range decimal places
std::vector<Vector3> GenerateNoiseForSignificantFigureRange(AZ::u32 startDecimalPlace, AZ::u32 endDecimalPlace)
{
std::vector<Vector3> noise(endDecimalPlace - startDecimalPlace + 1);
for (AZ::u32 decimal = startDecimalPlace, i = 0; decimal <= endDecimalPlace; decimal++, i++)
{
float x = GenerateNoiseWithSignificantFigures(decimal);
float y = GenerateNoiseWithSignificantFigures(decimal);
float z = GenerateNoiseWithSignificantFigures(decimal);
noise[i] = Vector3{x, y, z};
}
return noise;
}
// vector of noise vectors with between 3 and 6 significat figures
const std::vector<Vector3> Noise = GenerateNoiseForSignificantFigureRange(3, 6);
// noise source permutations to be applied to each test
const std::vector<NoiseSource> Source = {
NoiseSource::None, NoiseSource::XComponent, NoiseSource::YComponent, NoiseSource::ZComponent,
NoiseSource::XYComponent, NoiseSource::XZComponent, NoiseSource::YZComponent, NoiseSource::XYZComponent};
enum CubeVertex : AZ::u32
{
FrontTopLeft,
FrontTopRight,
BackTopLeft,
BackTopRight,
FrontBottomLeft,
FrontBottomRight,
BackBottomLeft,
BackBottomRight
};
const std::vector<AZ::Vector3> UnitCube = {
AZ::Vector3(-0.5f, 0.5f, 0.5f), // FrontTopLeft
AZ::Vector3(0.5f, 0.5f, 0.5f), // FrontTopRight
AZ::Vector3(-0.5f, -0.5f, 0.5f), // BackTopLeft
AZ::Vector3(0.5f, -0.5f, 0.5f), // BackTopRight
AZ::Vector3(-0.5f, 0.5f, -0.5f), // FrontBottomLeft
AZ::Vector3(0.5f, 0.5f, -0.5f), // FrontBottomRight
AZ::Vector3(-0.5f, -0.5f, -0.5f), // BackBottomLeft
AZ::Vector3(0.5f, -0.5f, -0.5f) // BackBottomRight
};
// returns a vector with noise applied to it as determined by the source
AZ::Vector3 GenerateNoiseyVector(const AZ::Vector3& in, const Vector3& noise, NoiseSource source)
{
switch (source)
{
case NoiseSource::None:
return in;
case NoiseSource::XComponent:
return AZ::Vector3(in.GetX() + noise.x, in.GetY(), in.GetZ());
case NoiseSource::YComponent:
return AZ::Vector3(in.GetX(), in.GetY() + noise.y, in.GetZ());
case NoiseSource::ZComponent:
return AZ::Vector3(in.GetX(), in.GetY(), in.GetZ() + noise.z);
case NoiseSource::XYComponent:
return AZ::Vector3(in.GetX() + noise.x, in.GetY() + noise.y, in.GetZ());
case NoiseSource::XZComponent:
return AZ::Vector3(in.GetX() + noise.x, in.GetY(), in.GetZ() + noise.z);
case NoiseSource::YZComponent:
return AZ::Vector3(in.GetX(), in.GetY() + noise.y, in.GetZ() + noise.z);
case NoiseSource::XYZComponent:
return AZ::Vector3(in.GetX() + noise.x, in.GetY() + noise.y, in.GetZ() + noise.z);
default:
return in;
}
}
// returns a quaternion with the specified rotation
AZ::Quaternion GetQuaternionFromRotation(Rotation rotation)
{
static const AZ::Quaternion qXAxis = AZ::Quaternion::CreateFromAxisAngle(AZ::Vector3::CreateAxisX(), 45);
static const AZ::Quaternion qZAxis = AZ::Quaternion::CreateFromAxisAngle(AZ::Vector3::CreateAxisZ(), 45);
static const AZ::Quaternion qXZAxis = qXAxis + qZAxis;
switch (rotation)
{
case Rotation::Identity:
return AZ::Quaternion::CreateIdentity();
case Rotation::XAxis:
return qXAxis;
case Rotation::ZAxis:
return qZAxis;
case Rotation::XZAxis:
return qXZAxis;
default:
return AZ::Quaternion::CreateIdentity();
}
}
TEST_P(WhiteBoxUVTestFixture, FrontFaceCorners)
{
using WhiteBox::CreatePlanarUVFromVertex;
const auto& [noise, source, rotation] = GetParam();
const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
const AZ::Vector3 normal =
GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, -1.0f, 0.0f)), noise, source);
const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopLeft]);
const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopRight]);
const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomLeft]);
const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomRight]);
EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
}
TEST_P(WhiteBoxUVTestFixture, BackFaceCorners)
{
using WhiteBox::CreatePlanarUVFromVertex;
const auto& [noise, source, rotation] = GetParam();
const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
const AZ::Vector3 normal =
GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, 1.0f, 0.0f)), noise, source);
const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopLeft]);
const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopRight]);
const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomLeft]);
const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomRight]);
EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
}
TEST_P(WhiteBoxUVTestFixture, LeftFaceCorners)
{
using WhiteBox::CreatePlanarUVFromVertex;
const auto& [noise, source, rotation] = GetParam();
const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
const AZ::Vector3 normal =
GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(-1.0f, 0.0f, 0.0f)), noise, source);
const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopLeft]);
const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopLeft]);
const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomLeft]);
const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomLeft]);
EXPECT_THAT(uv00, IsClose(AZ::Vector2(0.0f, 0.0f)));
EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 1.0f)));
EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 0.0f)));
EXPECT_THAT(uv11, IsClose(AZ::Vector2(1.0f, 1.0f)));
}
TEST_P(WhiteBoxUVTestFixture, RightFaceCorners)
{
using WhiteBox::CreatePlanarUVFromVertex;
const auto& [noise, source, rotation] = GetParam();
const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
const AZ::Vector3 normal =
GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(1.0f, 0.0f, 0.0f)), noise, source);
const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopRight]);
const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopRight]);
const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomRight]);
const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomRight]);
EXPECT_THAT(uv00, IsClose(AZ::Vector2(0.0f, 0.0f)));
EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 1.0f)));
EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 0.0f)));
EXPECT_THAT(uv11, IsClose(AZ::Vector2(1.0f, 1.0f)));
}
TEST_P(WhiteBoxUVTestFixture, TopFaceCorners)
{
using WhiteBox::CreatePlanarUVFromVertex;
const auto& [noise, source, rotation] = GetParam();
const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
const AZ::Vector3 normal =
GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, 0.0f, 1.0f)), noise, source);
const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopLeft]);
const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[FrontTopRight]);
const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopLeft]);
const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackTopRight]);
EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
}
TEST_P(WhiteBoxUVTestFixture, BottomFaceCorners)
{
using WhiteBox::CreatePlanarUVFromVertex;
const auto& [noise, source, rotation] = GetParam();
const AZ::Quaternion qRotation = GetQuaternionFromRotation(rotation);
const AZ::Vector3 normal =
GenerateNoiseyVector(qRotation.TransformVector(AZ::Vector3(0.0f, 0.0f, -1.0f)), noise, source);
const AZ::Vector2 uv00 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomLeft]);
const AZ::Vector2 uv10 = CreatePlanarUVFromVertex(normal, UnitCube[FrontBottomRight]);
const AZ::Vector2 uv01 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomLeft]);
const AZ::Vector2 uv11 = CreatePlanarUVFromVertex(normal, UnitCube[BackBottomRight]);
EXPECT_THAT(uv00, IsClose(AZ::Vector2(1.0f, 0.0f)));
EXPECT_THAT(uv10, IsClose(AZ::Vector2(0.0f, 0.0f)));
EXPECT_THAT(uv01, IsClose(AZ::Vector2(1.0f, 1.0f)));
EXPECT_THAT(uv11, IsClose(AZ::Vector2(0.0f, 1.0f)));
}
// test with permutations of all noise values and sources with rotations around the x and z axis
INSTANTIATE_TEST_CASE_P(
, WhiteBoxUVTestFixture,
::testing::Combine(
::testing::ValuesIn(Noise), ::testing::ValuesIn(Source),
::testing::Values(Rotation::Identity, Rotation::XZAxis)));
TEST(WhiteBoxRenderTest, WhiteBoxMeshAtomDataAabbIsInitializedToNull)
{
WhiteBox::WhiteBoxMeshAtomData atomData(WhiteBox::WhiteBoxFaces{});
EXPECT_EQ(atomData.GetAabb(), AZ::Aabb::CreateNull());
}
} // namespace UnitTest