Merge pull request #50637 from lawnjelly/fix_plane_xform_new
Fix Transform::xform(Plane) functions, add Transform unit tests
This commit is contained in:
commit
3585c4f3d0
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@ -76,16 +76,24 @@ public:
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bool operator!=(const Transform &p_transform) const;
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bool operator!=(const Transform &p_transform) const;
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
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_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
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_FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
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_FORCE_INLINE_ PoolVector<Vector3> xform(const PoolVector<Vector3> &p_array) const;
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// NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
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// They use the transpose.
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// For safe inverse transforms, xform by the affine_inverse.
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_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
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_FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
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_FORCE_INLINE_ PoolVector<Vector3> xform_inv(const PoolVector<Vector3> &p_array) const;
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// Safe with non-uniform scaling (uses affine_inverse).
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_FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
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_FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
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_FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
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_FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
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_FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
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// These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
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_FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
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// multiple planes are to be transformed.
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_FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
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_FORCE_INLINE_ PoolVector<Vector3> xform(const PoolVector<Vector3> &p_array) const;
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static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform &p_inverse, const Basis &p_basis_transpose);
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_FORCE_INLINE_ PoolVector<Vector3> xform_inv(const PoolVector<Vector3> &p_array) const;
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void operator*=(const Transform &p_transform);
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void operator*=(const Transform &p_transform);
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Transform operator*(const Transform &p_transform) const;
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Transform operator*(const Transform &p_transform) const;
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@ -118,6 +126,7 @@ _FORCE_INLINE_ Vector3 Transform::xform(const Vector3 &p_vector) const {
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basis[1].dot(p_vector) + origin.y,
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basis[1].dot(p_vector) + origin.y,
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basis[2].dot(p_vector) + origin.z);
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basis[2].dot(p_vector) + origin.z);
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}
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}
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_FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
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_FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
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Vector3 v = p_vector - origin;
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Vector3 v = p_vector - origin;
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@ -127,29 +136,20 @@ _FORCE_INLINE_ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
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(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
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(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
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}
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}
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// Neither the plane regular xform or xform_inv are particularly efficient,
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// as they do a basis inverse. For xforming a large number
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// of planes it is better to pre-calculate the inverse transpose basis once
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// and reuse it for each plane, by using the 'fast' version of the functions.
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_FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
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_FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
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Vector3 point = p_plane.normal * p_plane.d;
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Basis b = basis.inverse();
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Vector3 point_dir = point + p_plane.normal;
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b.transpose();
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point = xform(point);
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return xform_fast(p_plane, b);
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point_dir = xform(point_dir);
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Vector3 normal = point_dir - point;
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normal.normalize();
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real_t d = normal.dot(point);
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return Plane(normal, d);
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}
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}
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_FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
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_FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
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Vector3 point = p_plane.normal * p_plane.d;
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Transform inv = affine_inverse();
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Vector3 point_dir = point + p_plane.normal;
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Basis basis_transpose = basis.transposed();
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point = xform_inv(point);
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return xform_inv_fast(p_plane, inv, basis_transpose);
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point_dir = xform_inv(point_dir);
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Vector3 normal = point_dir - point;
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normal.normalize();
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real_t d = normal.dot(point);
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return Plane(normal, d);
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}
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}
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_FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const {
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_FORCE_INLINE_ AABB Transform::xform(const AABB &p_aabb) const {
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@ -227,4 +227,37 @@ PoolVector<Vector3> Transform::xform_inv(const PoolVector<Vector3> &p_array) con
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return array;
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return array;
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}
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}
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_FORCE_INLINE_ Plane Transform::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
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// Transform a single point on the plane.
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Vector3 point = p_plane.normal * p_plane.d;
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point = xform(point);
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// Use inverse transpose for correct normals with non-uniform scaling.
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Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
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normal.normalize();
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real_t d = normal.dot(point);
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return Plane(normal, d);
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}
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_FORCE_INLINE_ Plane Transform::xform_inv_fast(const Plane &p_plane, const Transform &p_inverse, const Basis &p_basis_transpose) {
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// Transform a single point on the plane.
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Vector3 point = p_plane.normal * p_plane.d;
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point = p_inverse.xform(point);
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// Note that instead of precalculating the transpose, an alternative
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// would be to use the transpose for the basis transform.
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// However that would be less SIMD friendly (requiring a swizzle).
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// So the cost is one extra precalced value in the calling code.
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// This is probably worth it, as this could be used in bottleneck areas. And
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// where it is not a bottleneck, the non-fast method is fine.
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// Use transpose for correct normals with non-uniform scaling.
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Vector3 normal = p_basis_transpose.xform(p_plane.normal);
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normal.normalize();
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real_t d = normal.dot(point);
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return Plane(normal, d);
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}
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#endif // TRANSFORM_H
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#endif // TRANSFORM_H
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@ -47,6 +47,7 @@
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#include "test_render.h"
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#include "test_render.h"
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#include "test_shader_lang.h"
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#include "test_shader_lang.h"
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#include "test_string.h"
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#include "test_string.h"
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#include "test_transform.h"
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#include "test_xml_parser.h"
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#include "test_xml_parser.h"
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const char **tests_get_names() {
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const char **tests_get_names() {
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@ -54,6 +55,7 @@ const char **tests_get_names() {
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"string",
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"string",
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"math",
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"math",
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"basis",
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"basis",
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"transform",
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"physics",
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"physics",
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"physics_2d",
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"physics_2d",
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"render",
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"render",
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@ -86,6 +88,10 @@ MainLoop *test_main(String p_test, const List<String> &p_args) {
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return TestBasis::test();
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return TestBasis::test();
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}
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}
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if (p_test == "transform") {
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return TestTransform::test();
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}
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if (p_test == "physics") {
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if (p_test == "physics") {
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return TestPhysics::test();
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return TestPhysics::test();
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}
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}
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@ -0,0 +1,270 @@
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/*************************************************************************/
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/* test_transform.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "test_transform.h"
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#include "core/math/random_number_generator.h"
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#include "core/math/transform.h"
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#include "core/math/vector3.h"
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#include "core/os/os.h"
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#include "core/ustring.h"
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// #define GODOT_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED
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namespace TestTransform {
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bool test_plane() {
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bool pass = true;
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// test non-uniform scaling, forward and inverse
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Transform tr;
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tr.scale(Vector3(1, 2, 3));
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Plane p(Vector3(1, 1, 1), Vector3(1, 1, 1).normalized());
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Plane p2 = tr.xform(p);
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Plane p3 = tr.xform_inv(p2);
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if (!p3.normal.is_equal_approx(p.normal)) {
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OS::get_singleton()->print("Fail due to Transform::xform(Plane)\n");
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pass = false;
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}
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return pass;
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}
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bool test_aabb_regular() {
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bool pass = true;
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Transform tr;
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tr.basis = Basis(Vector3(Math_PI, 0, 0));
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tr.origin = Vector3(1, 2, 3);
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AABB bb(Vector3(1, 1, 1), Vector3(2, 3, 4));
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// Test forward xform.
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AABB bb2 = tr.xform(bb);
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AABB bb3 = tr.xform_inv(bb2);
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if (!bb3.position.is_equal_approx(bb.position)) {
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OS::get_singleton()->print("Fail due to Transform::xform_inv(AABB) position\n");
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pass = false;
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}
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if (!bb3.size.is_equal_approx(bb.size)) {
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OS::get_singleton()->print("Fail due to Transform::xform_inv(AABB) size\n");
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pass = false;
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}
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if (!pass) {
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String string = String("bb2 : ") + String(Variant(bb2));
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OS::get_singleton()->print("\t%ls\n", string.c_str());
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string = String("bb3 : ") + String(Variant(bb3));
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OS::get_singleton()->print("\t%ls\n", string.c_str());
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}
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return pass;
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}
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bool test_aabb_non_uniform_scale() {
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bool pass = true;
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Transform tr;
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tr.scale(Vector3(1, 2, 3));
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AABB bb(Vector3(1, 1, 1), Vector3(2, 3, 4));
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// Test forward xform.
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AABB bb2 = tr.xform(bb);
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if (!bb2.position.is_equal_approx(Vector3(1, 2, 3))) {
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OS::get_singleton()->print("Fail with non-uniform scale due to Transform::xform(AABB) position\n");
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pass = false;
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}
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if (!bb2.size.is_equal_approx(Vector3(2, 6, 12))) {
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OS::get_singleton()->print("Fail with non-uniform scale due to Transform::xform(AABB) size\n");
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pass = false;
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}
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// Now test inverse.
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// This will fail if using the transpose and not the affine_inverse.
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bb2.position = Vector3(1, 2, 3);
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bb2.size = Vector3(2, 6, 12);
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AABB bb3 = tr.xform_inv(bb2);
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if (!bb3.position.is_equal_approx(bb.position)) {
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OS::get_singleton()->print("Fail with non-uniform scale due to Transform::xform_inv(AABB) position\n");
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pass = false;
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}
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if (!bb3.size.is_equal_approx(bb.size)) {
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OS::get_singleton()->print("Fail with non-uniform scale due to Transform::xform_inv(AABB) size\n");
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pass = false;
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}
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if (!pass) {
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String string = String("bb2 : ") + String(Variant(bb2));
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OS::get_singleton()->print("\t%ls\n", string.c_str());
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string = String("bb3 : ") + String(Variant(bb3));
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OS::get_singleton()->print("\t%ls\n", string.c_str());
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}
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return pass;
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}
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bool test_aabb() {
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bool pass = true;
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if (!test_aabb_regular()) {
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pass = false;
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}
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#ifdef GODOT_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED
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if (!test_aabb_non_uniform_scale()) {
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pass = false;
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}
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#endif
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return pass;
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}
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bool test_vector3_regular() {
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bool pass = true;
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Transform tr;
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RandomNumberGenerator rng;
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const real_t range = 1800.0;
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const real_t range_rot = Math_PI;
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bool passed_multi = true;
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for (int n = 0; n < 1000; n++) {
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Vector3 pt_test = Vector3(rng.randf_range(-range, range), rng.randf_range(-range, range), rng.randf_range(-range, range));
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tr.origin = Vector3(rng.randf_range(-range, range), rng.randf_range(-range, range), rng.randf_range(-range, range));
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tr.basis = Basis(Vector3(rng.randf_range(-range_rot, range_rot), rng.randf_range(-range_rot, range_rot), rng.randf_range(-range_rot, range_rot)));
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Vector3 pt = tr.xform(pt_test);
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pt = tr.xform_inv(pt);
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if (!pt.is_equal_approx(pt_test, 0.1)) {
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passed_multi = false;
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}
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}
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if (!passed_multi) {
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OS::get_singleton()->print("Failed multitest due to Transform::xform and xform_inv(Vector3)\n");
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pass = false;
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}
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return pass;
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}
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bool test_vector3_non_uniform_scale() {
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bool pass = true;
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// Regular scale.
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Transform tr;
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tr.scale(Vector3(3, 3, 3));
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Vector3 pt(1, 1, 1);
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Vector3 res = tr.xform(pt);
|
||||||
|
|
||||||
|
if (!res.is_equal_approx(Vector3(3, 3, 3))) {
|
||||||
|
OS::get_singleton()->print("Fail with scale due to Transform::xform(Vector3)\n");
|
||||||
|
pass = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
res = tr.xform_inv(res);
|
||||||
|
if (!res.is_equal_approx(pt)) {
|
||||||
|
OS::get_singleton()->print("Fail with scale due to Transform::xform_inv(Vector3)\n");
|
||||||
|
pass = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Non uniform scale.
|
||||||
|
tr.scale(Vector3(1, 2, 3));
|
||||||
|
res = tr.xform(pt);
|
||||||
|
|
||||||
|
if (!res.is_equal_approx(Vector3(1, 2, 3))) {
|
||||||
|
OS::get_singleton()->print("Fail with non-uniform scale due to Transform::xform(Vector3)\n");
|
||||||
|
pass = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
pt = Vector3(1, 2, 3);
|
||||||
|
res = tr.xform_inv(pt);
|
||||||
|
if (!res.is_equal_approx(Vector3(1, 1, 1))) {
|
||||||
|
OS::get_singleton()->print("Fail with non-uniform scale due to Transform::xform_inv(Vector3)\n");
|
||||||
|
pass = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return pass;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool test_vector3() {
|
||||||
|
bool pass = true;
|
||||||
|
if (!test_vector3_regular()) {
|
||||||
|
pass = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifdef GODOT_TEST_TRANSFORM_NON_UNIFORM_SCALE_TESTS_ENABLED
|
||||||
|
if (!test_vector3_non_uniform_scale()) {
|
||||||
|
pass = false;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return pass;
|
||||||
|
}
|
||||||
|
|
||||||
|
MainLoop *test() {
|
||||||
|
OS::get_singleton()->print("Start Transform checks.\n");
|
||||||
|
|
||||||
|
bool success = true;
|
||||||
|
|
||||||
|
if (!test_vector3()) {
|
||||||
|
success = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!test_plane()) {
|
||||||
|
success = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!test_aabb()) {
|
||||||
|
success = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (success) {
|
||||||
|
OS::get_singleton()->print("Transform checks passed.\n");
|
||||||
|
} else {
|
||||||
|
OS::get_singleton()->print("Transform checks FAILED.\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace TestTransform
|
|
@ -0,0 +1,40 @@
|
||||||
|
/*************************************************************************/
|
||||||
|
/* test_transform.h */
|
||||||
|
/*************************************************************************/
|
||||||
|
/* This file is part of: */
|
||||||
|
/* GODOT ENGINE */
|
||||||
|
/* https://godotengine.org */
|
||||||
|
/*************************************************************************/
|
||||||
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||||
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||||
|
/* */
|
||||||
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||||
|
/* a copy of this software and associated documentation files (the */
|
||||||
|
/* "Software"), to deal in the Software without restriction, including */
|
||||||
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||||
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||||
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||||
|
/* the following conditions: */
|
||||||
|
/* */
|
||||||
|
/* The above copyright notice and this permission notice shall be */
|
||||||
|
/* included in all copies or substantial portions of the Software. */
|
||||||
|
/* */
|
||||||
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||||
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||||
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||||
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||||
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||||
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||||
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||||
|
/*************************************************************************/
|
||||||
|
|
||||||
|
#ifndef TEST_TRANSFORM_H
|
||||||
|
#define TEST_TRANSFORM_H
|
||||||
|
|
||||||
|
#include "core/os/main_loop.h"
|
||||||
|
|
||||||
|
namespace TestTransform {
|
||||||
|
MainLoop *test();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -953,9 +953,12 @@ static void _collision_sphere_convex_polygon(const ShapeSW *p_a, const Transform
|
||||||
const Vector3 *vertices = mesh.vertices.ptr();
|
const Vector3 *vertices = mesh.vertices.ptr();
|
||||||
int vertex_count = mesh.vertices.size();
|
int vertex_count = mesh.vertices.size();
|
||||||
|
|
||||||
|
// Precalculating this makes the transforms faster.
|
||||||
|
Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
|
||||||
|
|
||||||
// faces of B
|
// faces of B
|
||||||
for (int i = 0; i < face_count; i++) {
|
for (int i = 0; i < face_count; i++) {
|
||||||
Vector3 axis = p_transform_b.xform(faces[i].plane).normal;
|
Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
|
||||||
|
|
||||||
if (!separator.test_axis(axis)) {
|
if (!separator.test_axis(axis)) {
|
||||||
return;
|
return;
|
||||||
|
@ -1191,13 +1194,14 @@ static void _collision_box_capsule(const ShapeSW *p_a, const Transform &p_transf
|
||||||
}
|
}
|
||||||
|
|
||||||
// capsule balls, edges of A
|
// capsule balls, edges of A
|
||||||
|
Transform transform_a_inverse = p_transform_a.affine_inverse();
|
||||||
|
|
||||||
for (int i = 0; i < 2; i++) {
|
for (int i = 0; i < 2; i++) {
|
||||||
Vector3 capsule_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5);
|
Vector3 capsule_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5);
|
||||||
|
|
||||||
Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
|
Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
|
||||||
|
|
||||||
Vector3 cnormal = p_transform_a.xform_inv(sphere_pos);
|
Vector3 cnormal = transform_a_inverse.xform(sphere_pos);
|
||||||
|
|
||||||
Vector3 cpoint = p_transform_a.xform(Vector3(
|
Vector3 cpoint = p_transform_a.xform(Vector3(
|
||||||
|
|
||||||
|
@ -1368,9 +1372,12 @@ static void _collision_box_convex_polygon(const ShapeSW *p_a, const Transform &p
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Precalculating this makes the transforms faster.
|
||||||
|
Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
|
||||||
|
|
||||||
// faces of B
|
// faces of B
|
||||||
for (int i = 0; i < face_count; i++) {
|
for (int i = 0; i < face_count; i++) {
|
||||||
Vector3 axis = p_transform_b.xform(faces[i].plane).normal;
|
Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
|
||||||
|
|
||||||
if (!separator.test_axis(axis)) {
|
if (!separator.test_axis(axis)) {
|
||||||
return;
|
return;
|
||||||
|
@ -1701,9 +1708,12 @@ static void _collision_capsule_convex_polygon(const ShapeSW *p_a, const Transfor
|
||||||
int edge_count = mesh.edges.size();
|
int edge_count = mesh.edges.size();
|
||||||
const Vector3 *vertices = mesh.vertices.ptr();
|
const Vector3 *vertices = mesh.vertices.ptr();
|
||||||
|
|
||||||
|
// Precalculating this makes the transforms faster.
|
||||||
|
Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
|
||||||
|
|
||||||
// faces of B
|
// faces of B
|
||||||
for (int i = 0; i < face_count; i++) {
|
for (int i = 0; i < face_count; i++) {
|
||||||
Vector3 axis = p_transform_b.xform(faces[i].plane).normal;
|
Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
|
||||||
|
|
||||||
if (!separator.test_axis(axis)) {
|
if (!separator.test_axis(axis)) {
|
||||||
return;
|
return;
|
||||||
|
@ -1995,20 +2005,24 @@ static void _collision_convex_polygon_convex_polygon(const ShapeSW *p_a, const T
|
||||||
const Vector3 *vertices_B = mesh_B.vertices.ptr();
|
const Vector3 *vertices_B = mesh_B.vertices.ptr();
|
||||||
int vertex_count_B = mesh_B.vertices.size();
|
int vertex_count_B = mesh_B.vertices.size();
|
||||||
|
|
||||||
|
// Precalculating this makes the transforms faster.
|
||||||
|
Basis a_xform_normal = p_transform_a.basis.inverse().transposed();
|
||||||
|
|
||||||
// faces of A
|
// faces of A
|
||||||
for (int i = 0; i < face_count_A; i++) {
|
for (int i = 0; i < face_count_A; i++) {
|
||||||
Vector3 axis = p_transform_a.xform(faces_A[i].plane).normal;
|
Vector3 axis = a_xform_normal.xform(faces_A[i].plane.normal).normalized();
|
||||||
//Vector3 axis = p_transform_a.basis.xform( faces_A[i].plane.normal ).normalized();
|
|
||||||
|
|
||||||
if (!separator.test_axis(axis)) {
|
if (!separator.test_axis(axis)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Precalculating this makes the transforms faster.
|
||||||
|
Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
|
||||||
|
|
||||||
// faces of B
|
// faces of B
|
||||||
for (int i = 0; i < face_count_B; i++) {
|
for (int i = 0; i < face_count_B; i++) {
|
||||||
Vector3 axis = p_transform_b.xform(faces_B[i].plane).normal;
|
Vector3 axis = b_xform_normal.xform(faces_B[i].plane.normal).normalized();
|
||||||
//Vector3 axis = p_transform_b.basis.xform( faces_B[i].plane.normal ).normalized();
|
|
||||||
|
|
||||||
if (!separator.test_axis(axis)) {
|
if (!separator.test_axis(axis)) {
|
||||||
return;
|
return;
|
||||||
|
|
Loading…
Reference in New Issue