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o3de/Code/Framework/AzToolsFramework/Tests/ManipulatorBoundsTests.cpp

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