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o3de/Gems/EMotionFX/Code/Tests/EmotionFXMathLibTests.cpp

542 lines
20 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 <AzTest/AzTest.h>
#include <AzCore/Math/Quaternion.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/Math/Matrix4x4.h>
#include <AzCore/Math/MathUtils.h>
#include <MCore/Source/Vector.h>
#include <MCore/Source/AzCoreConversions.h>
class EmotionFXMathLibTests
: public ::testing::Test
{
protected:
void SetUp() override
{
m_azNormalizedVector3A = AZ::Vector3(s_x1, s_y1, s_z1);
m_azNormalizedVector3A.Normalize();
m_azQuaternionA = AZ::Quaternion::CreateFromAxisAngle(m_azNormalizedVector3A, s_angle_a);
}
void TearDown() override
{
}
bool AZQuaternionCompareExact(AZ::Quaternion& quaternion, float x, float y, float z, float w)
{
if (quaternion.GetX() != x)
{
return false;
}
if (quaternion.GetY() != y)
{
return false;
}
if (quaternion.GetZ() != z)
{
return false;
}
if (quaternion.GetW() != w)
{
return false;
}
return true;
}
bool AZQuaternionCompareClose(AZ::Quaternion& quaternion, float x, float y, float z, float w, float tolerance)
{
if (!AZ::IsClose(quaternion.GetX(), x, tolerance))
{
return false;
}
if (!AZ::IsClose(quaternion.GetY(), y, tolerance))
{
return false;
}
if (!AZ::IsClose(quaternion.GetZ(), z, tolerance))
{
return false;
}
if (!AZ::IsClose(quaternion.GetW(), w, tolerance))
{
return false;
}
return true;
}
bool AZVector3CompareClose(const AZ::Vector3& vector, const AZ::Vector3& vector2, float tolerance)
{
if (!AZ::IsClose(vector.GetX(), vector2.GetX(), tolerance))
{
return false;
}
if (!AZ::IsClose(vector.GetY(), vector2.GetY(), tolerance))
{
return false;
}
if (!AZ::IsClose(vector.GetZ(), vector2.GetZ(), tolerance))
{
return false;
}
return true;
}
bool AZVector3CompareClose(const AZ::Vector3& vector, float x, float y, float z, float tolerance)
{
if (!AZ::IsClose(vector.GetX(), x, tolerance))
{
return false;
}
if (!AZ::IsClose(vector.GetY(), y, tolerance))
{
return false;
}
if (!AZ::IsClose(vector.GetZ(), z, tolerance))
{
return false;
}
return true;
}
static const float s_toleranceHigh;
static const float s_toleranceMedium;
static const float s_toleranceLow;
static const float s_toleranceReallyLow;
static const float s_x1;
static const float s_y1;
static const float s_z1;
static const float s_angle_a;
AZ::Vector3 m_azNormalizedVector3A;
AZ::Quaternion m_azQuaternionA;
};
const float EmotionFXMathLibTests::s_toleranceHigh = 0.00001f;
const float EmotionFXMathLibTests::s_toleranceMedium = 0.0001f;
const float EmotionFXMathLibTests::s_toleranceLow = 0.001f;
const float EmotionFXMathLibTests::s_toleranceReallyLow = 0.02f;
const float EmotionFXMathLibTests::s_x1 = 0.2f;
const float EmotionFXMathLibTests::s_y1 = 0.3f;
const float EmotionFXMathLibTests::s_z1 = 0.4f;
const float EmotionFXMathLibTests::s_angle_a = 0.5f;
//////////////////////////////////////////////////////////////////
//Getting and setting of Quaternions
//////////////////////////////////////////////////////////////////
TEST_F(EmotionFXMathLibTests, AZQuaternionGet_Elements_Success)
{
AZ::Quaternion test(0.1f, 0.2f, 0.3f, 0.4f);
ASSERT_TRUE(AZQuaternionCompareExact(test, 0.1f, 0.2f, 0.3f, 0.4f));
}
///////////////////////////////////////////////////////////////////////////////
//Basic rotations
///////////////////////////////////////////////////////////////////////////////
//Right Hand - counterclockwise looking down axis from positive side
TEST_F(EmotionFXMathLibTests, AZQuaternion_Rotation1ComponentAxisX_Success)
{
AZ::Vector3 axis = AZ::Vector3(1.0f, 0.0f, 0.0f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.0f, 0.0f, 0.1f);
AZ::Vector3 vertexOut;
vertexOut = azQuaternion1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut, AZ::Vector3(0.0f, -0.1f, 0.0f), s_toleranceLow);
ASSERT_TRUE(same);
}
TEST_F(EmotionFXMathLibTests, AZQuaternion_Rotation1ComponentAxisY_Success)
{
AZ::Vector3 axis = AZ::Vector3(0.0f, 1.0f, 0.0f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.1f, 0.0f, 0.0f);
AZ::Vector3 vertexOut;
vertexOut = azQuaternion1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut, AZ::Vector3(0.0f, 0.0f, -0.1f), s_toleranceLow);
ASSERT_TRUE(same);
}
TEST_F(EmotionFXMathLibTests, AZQuaternion_Rotation1ComponentAxisZ_Success)
{
AZ::Vector3 axis = AZ::Vector3(0.0f, 0.0f, 1.0f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.1f, 0.0f, 0.0f);
AZ::Vector3 vertexOut;
vertexOut = azQuaternion1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut, AZ::Vector3(0.0f, 0.1f, 0.0f), s_toleranceLow);
ASSERT_TRUE(same);
}
//AZ Quaternion Normalize Vertex test
TEST_F(EmotionFXMathLibTests, AZazQuaternion_NormalizedQuaternionRotationTest3DAxis_Success)
{
AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Quaternion azQuaternion1Normalized = azQuaternion1.GetNormalized();
AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
AZ::Vector3 vertexOut1, vertexOut1FromNormalizedQuaternion;
//generate value 1
vertexOut1 = azQuaternion1.TransformVector(vertexIn);
vertexOut1FromNormalizedQuaternion = azQuaternion1Normalized.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut1, vertexOut1FromNormalizedQuaternion, s_toleranceLow);
ASSERT_TRUE(same);
}
///////////////////////////////////////////////////////////////////////////////
// Euler AZ
///////////////////////////////////////////////////////////////////////////////
// AZ Quaternion <-> euler conversion Vertex test 1 component axis
TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerGetSet1ComponentAxis_Success)
{
AZ::Vector3 axis = AZ::Vector3(0.0f, 0.0f, 1.0f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
AZ::Vector3 vertexOut1, vertexOut2;
AZ::Vector3 euler1;
AZ::Quaternion test1;
vertexOut1 = azQuaternion1.TransformVector(vertexIn);
//euler out and in
euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
//generate vertex value 2
vertexOut2 = test1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow);
ASSERT_TRUE(same);
}
// AZ Quaternion <-> euler conversion Vertex test 2 component axis
TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerGetSet2ComponentAxis_Success)
{
AZ::Vector3 axis = AZ::Vector3(0.0f, 0.7f, 0.3f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
AZ::Vector3 vertexOut1, vertexOut2;
AZ::Vector3 euler1;
AZ::Quaternion test1;
//generate vertex value 1
vertexOut1 = azQuaternion1.TransformVector(vertexIn);
//euler out and in
euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
//generate vertex value 2
vertexOut2 = test1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow);
ASSERT_TRUE(same);
}
// AZ Quaternion <-> euler conversion Vertex test 3 component axis
TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerInOutRotationTest3DAxis_Success)
{
AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
AZ::Vector3 vertexOut1, vertexOut2;
AZ::Vector3 euler1;
AZ::Quaternion test1;
//generate vertex value 1
vertexOut1 = azQuaternion1.TransformVector(vertexIn);
//euler out and in
euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
//generate vertex value 2
vertexOut2 = test1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow);
ASSERT_TRUE(same);
}
// Quaternion -> Transform -> Euler conversion is same as Quaternion -> Euler
// AZ Euler get set Transform Compare test 3 dim axis
TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerGetSet3ComponentAxisCompareTransform_Success)
{
AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
axis.Normalize();
AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
AZ::Vector3 vertexOut1, vertexOut2, vertexTransform;
AZ::Vector3 euler1, eulerVectorFromTransform;
AZ::Quaternion test1, testTransformQuat;
//generate vertex value 1
vertexOut1 = azQuaternion1.TransformVector(vertexIn);
//use Transform to generate euler
AZ::Transform TransformFromQuat = AZ::Transform::CreateFromQuaternion(azQuaternion1);
eulerVectorFromTransform = AZ::ConvertTransformToEulerRadians(TransformFromQuat);
testTransformQuat = AZ::ConvertEulerRadiansToQuaternion(eulerVectorFromTransform);
vertexTransform = testTransformQuat.TransformVector(vertexIn);
//use existing convert function
euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
//generate vertex value 2
vertexOut2 = test1.TransformVector(vertexIn);
bool same = AZVector3CompareClose(vertexOut1, vertexTransform, s_toleranceReallyLow)
&& AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow)
&& AZVector3CompareClose(vertexOut2, vertexTransform, s_toleranceHigh);
ASSERT_TRUE(same);
}
// AZ Quaternion to Euler test
//only way to test Quaternions sameness is to apply it to a vector and measure result
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_ToEulerEquivalent_Success)
{
AZ::Vector3 eulerIn(0.1f, 0.2f, 0.3f);
AZ::Vector3 testVertex(0.1f, 0.2f, 0.3f);
AZ::Vector3 outVertex1, outVertex2;
AZ::Quaternion test, test2;
AZ::Vector3 eulerOut1, eulerOut2;
test = AZ::ConvertEulerRadiansToQuaternion(eulerIn);
test.Normalize();
outVertex1 = test.TransformVector(testVertex);
eulerOut1 = AZ::ConvertQuaternionToEulerRadians(test);
test2 = AZ::ConvertEulerRadiansToQuaternion(eulerOut1);
test2.Normalize();
outVertex2 = test2.TransformVector(testVertex);
eulerOut2 = AZ::ConvertQuaternionToEulerRadians(test2);
ASSERT_TRUE(AZVector3CompareClose(eulerOut1, eulerOut2, s_toleranceReallyLow));
}
///////////////////////////////////////////////////////////////////////////////
// Quaternion Matrix
///////////////////////////////////////////////////////////////////////////////
// Test EM Quaternion made from Matrix X
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromAZTransformXRot_Success)
{
AZ::Transform azTransform = AZ::Transform::CreateRotationX(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternion = azTransform.GetRotation();
AZ::Vector3 emVertexIn(0.0f, 0.1f, 0.0f);
AZ::Vector3 emVertexOut = azQuaternion.TransformVector(emVertexIn);
bool same = AZVector3CompareClose(emVertexOut, 0.0f, 0.0f, 0.1f, s_toleranceMedium);
ASSERT_TRUE(same);
}
// Test EM Quaternion made from Matrix Y
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromAZTransformYRot_Success)
{
AZ::Transform azTransform = AZ::Transform::CreateRotationY(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternion = azTransform.GetRotation();
AZ::Vector3 emVertexIn(0.0f, 0.0f, 0.1f);
AZ::Vector3 emVertexOut = azQuaternion.TransformVector(emVertexIn);
bool same = AZVector3CompareClose(emVertexOut, 0.1f, 0.0f, 0.0f, s_toleranceMedium);
ASSERT_TRUE(same);
}
// Compare Quaternion made from Matrix X
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromMatrixXRot_Success)
{
AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateRotationX(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromMatrix4x4(azMatrix);
AZ::Transform azTransform = AZ::Transform::CreateRotationX(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternionFromTransform = azTransform.GetRotation();
AZ::Vector3 azVertexIn(0.0f, 0.1f, 0.0f);
AZ::Vector3 azVertexOut = azQuaternion.TransformVector(azVertexIn);
AZ::Vector3 emVertexOut = azQuaternionFromTransform.TransformVector(azVertexIn);
bool same = AZVector3CompareClose(azVertexOut, emVertexOut, s_toleranceMedium);
ASSERT_TRUE(same);
}
// Compare Quaternion made from Matrix Y
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromMatrixYRot_Success)
{
AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateRotationY(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromMatrix4x4(azMatrix);
AZ::Transform azTransform = AZ::Transform::CreateRotationY(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternionFromTransform = azTransform.GetRotation();
AZ::Vector3 azVertexIn(0.1f, 0.0f, 0.0f);
AZ::Vector3 azVertexOut = azQuaternion.TransformVector(azVertexIn);
AZ::Vector3 emVertexOut = azQuaternionFromTransform.TransformVector(azVertexIn);
bool same = AZVector3CompareClose(azVertexOut, emVertexOut, s_toleranceMedium);
ASSERT_TRUE(same);
}
// Compare Quaternion made from Matrix Z
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromMatrixZRot_Success)
{
AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateRotationZ(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromMatrix4x4(azMatrix);
AZ::Transform azTransform = AZ::Transform::CreateRotationZ(AZ::Constants::HalfPi);
AZ::Quaternion azQuaternionFromTransform = azTransform.GetRotation();
AZ::Vector3 azVertexIn(0.1f, 0.0f, 0.0f);
AZ::Vector3 azVertexOut = azQuaternion.TransformVector(azVertexIn);
AZ::Vector3 emVertexOut = azQuaternionFromTransform.TransformVector(azVertexIn);
bool same = AZVector3CompareClose(azVertexOut, emVertexOut, s_toleranceMedium);
ASSERT_TRUE(same);
}
// Compare Quaternion -> Matrix conversion
// AZ - column major
// Emfx - row major
TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_ToMatrix_Success)
{
AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
axis.Normalize();
AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateFromQuaternion(azQuaternion);
AZ::Transform azTransform = AZ::Transform::CreateFromQuaternionAndTranslation(azQuaternion, AZ::Vector3::CreateZero());
bool same = true;
AZ::Vector3 azTransformBasis[4];
azTransform.GetBasisAndTranslation(&azTransformBasis[0], &azTransformBasis[1], &azTransformBasis[2], &azTransformBasis[3]);
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 4; ++j)
{
float emValue = azTransformBasis[j].GetElement(i);
float azValue = azMatrix.GetElement(i, j);
if (!AZ::IsClose(emValue, azValue, s_toleranceReallyLow))
{
same = false;
break;
}
}
if (!same)
{
break;
}
}
ASSERT_TRUE(same);
ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 0), 0.0f, s_toleranceReallyLow));
ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 1), 0.0f, s_toleranceReallyLow));
ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 2), 0.0f, s_toleranceReallyLow));
ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 3), 1.0f, s_toleranceReallyLow));
}
//////////////////////////////////////////////////////////////////
// Skinning
//////////////////////////////////////////////////////////////////
TEST_F(EmotionFXMathLibTests, AZTransform_Skin_Success)
{
const AZ::Quaternion rotation(0.40f, 0.08f, 0.44f, 0.80f);
const AZ::Vector3 translation(0.2f, 0.1f, -0.1f);
const AZ::Matrix3x4 inMat = AZ::Matrix3x4::CreateFromQuaternionAndTranslation(rotation, translation);
const AZ::Vector3 inPos(0.5f, 0.6f, 0.7f);
const AZ::Vector3 inNormal(0.36f, -0.352f, 0.864f);
AZ::Vector3 outPos = AZ::Vector3::CreateZero();
AZ::Vector3 outNormal = AZ::Vector3::CreateZero();
float weight = 0.123f;
MCore::Skin(inMat, &inPos, &inNormal, &outPos, &outNormal, weight);
EXPECT_TRUE(AZVector3CompareClose(outPos, 0.055596f, 0.032098f, 0.111349f, s_toleranceHigh));
EXPECT_TRUE(AZVector3CompareClose(outNormal, 0.105288f, -0.039203f, 0.050066f, s_toleranceHigh));
}
TEST_F(EmotionFXMathLibTests, AZTransform_SkinWithTangent_Success)
{
const AZ::Quaternion rotation(0.72f, 0.48f, 0.24f, 0.44f);
const AZ::Vector3 translation(0.3f, -0.2f, 0.2f);
const AZ::Matrix3x4 inMat = AZ::Matrix3x4::CreateFromQuaternionAndTranslation(rotation, translation);
const AZ::Vector3 inPos(0.4f, 0.7f, 0.4f);
const AZ::Vector3 inNormal(0.096f, 0.36f, 0.928f);
const AZ::Vector4 inTangent = AZ::Vector4::CreateFromVector3AndFloat(AZ::Vector3::CreateAxisX().Cross(inNormal).GetNormalized(), 0.8f);
AZ::Vector3 outPos = AZ::Vector3::CreateZero();
AZ::Vector3 outNormal = AZ::Vector3::CreateZero();
AZ::Vector4 outTangent = AZ::Vector4::CreateZero();
float weight = 0.234f;
MCore::Skin(inMat, &inPos, &inNormal, &inTangent, &outPos, &outNormal, &outTangent, weight);
EXPECT_TRUE(AZVector3CompareClose(outPos, 0.260395f, -0.024972f, 0.134559f, s_toleranceHigh));
EXPECT_TRUE(AZVector3CompareClose(outNormal, 0.216733f, -0.080089f, -0.036997f, s_toleranceHigh));
EXPECT_TRUE(AZVector3CompareClose(outTangent.GetAsVector3(), -0.039720f, -0.000963f, -0.230602f, s_toleranceHigh));
EXPECT_NEAR(outTangent.GetW(), inTangent.GetW(), s_toleranceHigh);
}
TEST_F(EmotionFXMathLibTests, AZTransform_SkinWithTangentAndBitangent_Success)
{
const AZ::Quaternion rotation(0.72f, 0.64f, 0.12f, 0.24f);
const AZ::Vector3 translation(0.1f, 0.2f, -0.1f);
const AZ::Matrix3x4 inMat = AZ::Matrix3x4::CreateFromQuaternionAndTranslation(rotation, translation);
const AZ::Vector3 inPos(0.2f, -0.3f, 0.5f);
const AZ::Vector3 inNormal(0.768f, 0.024f, 0.64f);
const AZ::Vector4 inTangent = AZ::Vector4::CreateFromVector3AndFloat(AZ::Vector3::CreateAxisX().Cross(inNormal).GetNormalized(), 0.6f);
const AZ::Vector3 inBitangent = inNormal.Cross(inTangent.GetAsVector3());
AZ::Vector3 outPos = AZ::Vector3::CreateZero();
AZ::Vector3 outNormal = AZ::Vector3::CreateZero();
AZ::Vector4 outTangent = AZ::Vector4::CreateZero();
AZ::Vector3 outBitangent = AZ::Vector3::CreateZero();
float weight = 0.345f;
MCore::Skin(inMat, &inPos, &inNormal, &inTangent, &inBitangent, &outPos, &outNormal, &outTangent, &outBitangent, weight);
EXPECT_TRUE(AZVector3CompareClose(outPos, 0.038364f, 0.110234f, -0.243101f, s_toleranceHigh));
EXPECT_TRUE(AZVector3CompareClose(outNormal, 0.153412f, 0.216512f, -0.220482f, s_toleranceHigh));
EXPECT_TRUE(AZVector3CompareClose(outTangent.GetAsVector3(), -0.291665f, 0.020134f, -0.183170f, s_toleranceHigh));
EXPECT_NEAR(outTangent.GetW(), inTangent.GetW(), s_toleranceHigh);
EXPECT_TRUE(AZVector3CompareClose(outBitangent, -0.102085f, 0.267847f, 0.191994f, s_toleranceHigh));
}
// Last test
TEST_F(EmotionFXMathLibTests, LastTest)
{
ASSERT_TRUE(true);
}