390 lines
14 KiB
C++
390 lines
14 KiB
C++
/*************************************************************************/
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/* test_quaternion.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef TEST_QUATERNION_H
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#define TEST_QUATERNION_H
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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#include "core/math/quaternion.h"
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#include "core/math/vector3.h"
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#include "tests/test_macros.h"
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namespace TestQuaternion {
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Quaternion quat_euler_yxz_deg(Vector3 angle) {
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double yaw = Math::deg2rad(angle[1]);
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double pitch = Math::deg2rad(angle[0]);
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double roll = Math::deg2rad(angle[2]);
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// Generate YXZ (Z-then-X-then-Y) Quaternion using single-axis Euler
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// constructor and quaternion product, both tested separately.
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Quaternion q_y(Vector3(0.0, yaw, 0.0));
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Quaternion q_p(Vector3(pitch, 0.0, 0.0));
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Quaternion q_r(Vector3(0.0, 0.0, roll));
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// Roll-Z is followed by Pitch-X, then Yaw-Y.
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Quaternion q_yxz = q_y * q_p * q_r;
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return q_yxz;
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}
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TEST_CASE("[Quaternion] Default Construct") {
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Quaternion q;
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CHECK(q[0] == 0.0);
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CHECK(q[1] == 0.0);
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CHECK(q[2] == 0.0);
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CHECK(q[3] == 1.0);
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}
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TEST_CASE("[Quaternion] Construct x,y,z,w") {
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// Values are taken from actual use in another project & are valid (except roundoff error).
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Quaternion q(0.2391, 0.099, 0.3696, 0.8924);
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CHECK(q[0] == doctest::Approx(0.2391));
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CHECK(q[1] == doctest::Approx(0.099));
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CHECK(q[2] == doctest::Approx(0.3696));
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CHECK(q[3] == doctest::Approx(0.8924));
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 1") {
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// Easy to visualize: 120 deg about X-axis.
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Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg2rad(120.0));
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// 0.866 isn't close enough; doctest::Approx doesn't cut much slack!
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CHECK(q[0] == doctest::Approx(0.866025)); // Sine of half the angle.
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CHECK(q[1] == doctest::Approx(0.0));
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CHECK(q[2] == doctest::Approx(0.0));
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CHECK(q[3] == doctest::Approx(0.5)); // Cosine of half the angle.
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 2") {
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// Easy to visualize: 30 deg about Y-axis.
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Quaternion q(Vector3(0.0, 1.0, 0.0), Math::deg2rad(30.0));
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CHECK(q[0] == doctest::Approx(0.0));
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CHECK(q[1] == doctest::Approx(0.258819)); // Sine of half the angle.
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CHECK(q[2] == doctest::Approx(0.0));
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CHECK(q[3] == doctest::Approx(0.965926)); // Cosine of half the angle.
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 3") {
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// Easy to visualize: 60 deg about Z-axis.
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Quaternion q(Vector3(0.0, 0.0, 1.0), Math::deg2rad(60.0));
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CHECK(q[0] == doctest::Approx(0.0));
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CHECK(q[1] == doctest::Approx(0.0));
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CHECK(q[2] == doctest::Approx(0.5)); // Sine of half the angle.
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CHECK(q[3] == doctest::Approx(0.866025)); // Cosine of half the angle.
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 4") {
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// More complex & hard to visualize, so test w/ data from online calculator.
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Vector3 axis(1.0, 2.0, 0.5);
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Quaternion q(axis.normalized(), Math::deg2rad(35.0));
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CHECK(q[0] == doctest::Approx(0.131239));
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CHECK(q[1] == doctest::Approx(0.262478));
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CHECK(q[2] == doctest::Approx(0.0656194));
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CHECK(q[3] == doctest::Approx(0.953717));
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}
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TEST_CASE("[Quaternion] Construct from Quaternion") {
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Vector3 axis(1.0, 2.0, 0.5);
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Quaternion q_src(axis.normalized(), Math::deg2rad(35.0));
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Quaternion q(q_src);
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CHECK(q[0] == doctest::Approx(0.131239));
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CHECK(q[1] == doctest::Approx(0.262478));
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CHECK(q[2] == doctest::Approx(0.0656194));
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CHECK(q[3] == doctest::Approx(0.953717));
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}
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TEST_CASE("[Quaternion] Construct Euler SingleAxis") {
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double yaw = Math::deg2rad(45.0);
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double pitch = Math::deg2rad(30.0);
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double roll = Math::deg2rad(10.0);
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Vector3 euler_y(0.0, yaw, 0.0);
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Quaternion q_y(euler_y);
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CHECK(q_y[0] == doctest::Approx(0.0));
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CHECK(q_y[1] == doctest::Approx(0.382684));
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CHECK(q_y[2] == doctest::Approx(0.0));
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CHECK(q_y[3] == doctest::Approx(0.923879));
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Vector3 euler_p(pitch, 0.0, 0.0);
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Quaternion q_p(euler_p);
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CHECK(q_p[0] == doctest::Approx(0.258819));
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CHECK(q_p[1] == doctest::Approx(0.0));
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CHECK(q_p[2] == doctest::Approx(0.0));
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CHECK(q_p[3] == doctest::Approx(0.965926));
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r(euler_r);
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CHECK(q_r[0] == doctest::Approx(0.0));
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CHECK(q_r[1] == doctest::Approx(0.0));
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CHECK(q_r[2] == doctest::Approx(0.0871558));
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CHECK(q_r[3] == doctest::Approx(0.996195));
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}
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TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
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double yaw = Math::deg2rad(45.0);
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double pitch = Math::deg2rad(30.0);
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double roll = Math::deg2rad(10.0);
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// Generate YXZ comparision data (Z-then-X-then-Y) using single-axis Euler
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// constructor and quaternion product, both tested separately.
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Vector3 euler_y(0.0, yaw, 0.0);
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Quaternion q_y(euler_y);
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Vector3 euler_p(pitch, 0.0, 0.0);
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Quaternion q_p(euler_p);
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r(euler_r);
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// Roll-Z is followed by Pitch-X.
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Quaternion check_xz = q_p * q_r;
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// Then Yaw-Y follows both.
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Quaternion check_yxz = q_y * check_xz;
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// Test construction from YXZ Euler angles.
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Vector3 euler_yxz(pitch, yaw, roll);
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Quaternion q(euler_yxz);
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CHECK(q[0] == doctest::Approx(check_yxz[0]));
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CHECK(q[1] == doctest::Approx(check_yxz[1]));
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CHECK(q[2] == doctest::Approx(check_yxz[2]));
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CHECK(q[3] == doctest::Approx(check_yxz[3]));
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// Sneak in a test of is_equal_approx.
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CHECK(q.is_equal_approx(check_yxz));
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}
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TEST_CASE("[Quaternion] Construct Basis Euler") {
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double yaw = Math::deg2rad(45.0);
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double pitch = Math::deg2rad(30.0);
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double roll = Math::deg2rad(10.0);
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Vector3 euler_yxz(pitch, yaw, roll);
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Quaternion q_yxz(euler_yxz);
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Basis basis_axes(euler_yxz);
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Quaternion q(basis_axes);
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CHECK(q.is_equal_approx(q_yxz));
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}
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TEST_CASE("[Quaternion] Construct Basis Axes") {
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// Arbitrary Euler angles.
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Vector3 euler_yxz(Math::deg2rad(31.41), Math::deg2rad(-49.16), Math::deg2rad(12.34));
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// Basis vectors from online calculation of rotation matrix.
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Vector3 i_unit(0.5545787, 0.1823950, 0.8118957);
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Vector3 j_unit(-0.5249245, 0.8337420, 0.1712555);
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Vector3 k_unit(-0.6456754, -0.5211586, 0.5581192);
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// Quaternion from online calculation.
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Quaternion q_calc(0.2016913, -0.4245716, 0.206033, 0.8582598);
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// Quaternion from local calculation.
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Quaternion q_local = quat_euler_yxz_deg(Vector3(31.41, -49.16, 12.34));
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// Quaternion from Euler angles constructor.
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Quaternion q_euler(euler_yxz);
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CHECK(q_calc.is_equal_approx(q_local));
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CHECK(q_local.is_equal_approx(q_euler));
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// Calculate Basis and construct Quaternion.
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// When this is written, C++ Basis class does not construct from basis vectors.
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// This is by design, but may be subject to change.
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// Workaround by constructing Basis from Euler angles.
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// basis_axes = Basis(i_unit, j_unit, k_unit);
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Basis basis_axes(euler_yxz);
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Quaternion q(basis_axes);
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CHECK(basis_axes.get_column(0).is_equal_approx(i_unit));
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CHECK(basis_axes.get_column(1).is_equal_approx(j_unit));
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CHECK(basis_axes.get_column(2).is_equal_approx(k_unit));
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CHECK(q.is_equal_approx(q_calc));
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CHECK_FALSE(q.inverse().is_equal_approx(q_calc));
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CHECK(q.is_equal_approx(q_local));
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CHECK(q.is_equal_approx(q_euler));
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CHECK(q[0] == doctest::Approx(0.2016913));
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CHECK(q[1] == doctest::Approx(-0.4245716));
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CHECK(q[2] == doctest::Approx(0.206033));
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CHECK(q[3] == doctest::Approx(0.8582598));
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}
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TEST_CASE("[Quaternion] Product (book)") {
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// Example from "Quaternions and Rotation Sequences" by Jack Kuipers, p. 108.
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Quaternion p(1.0, -2.0, 1.0, 3.0);
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Quaternion q(-1.0, 2.0, 3.0, 2.0);
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Quaternion pq = p * q;
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CHECK(pq[0] == doctest::Approx(-9.0));
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CHECK(pq[1] == doctest::Approx(-2.0));
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CHECK(pq[2] == doctest::Approx(11.0));
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CHECK(pq[3] == doctest::Approx(8.0));
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}
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TEST_CASE("[Quaternion] Product") {
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double yaw = Math::deg2rad(45.0);
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double pitch = Math::deg2rad(30.0);
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double roll = Math::deg2rad(10.0);
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Vector3 euler_y(0.0, yaw, 0.0);
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Quaternion q_y(euler_y);
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CHECK(q_y[0] == doctest::Approx(0.0));
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CHECK(q_y[1] == doctest::Approx(0.382684));
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CHECK(q_y[2] == doctest::Approx(0.0));
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CHECK(q_y[3] == doctest::Approx(0.923879));
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Vector3 euler_p(pitch, 0.0, 0.0);
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Quaternion q_p(euler_p);
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CHECK(q_p[0] == doctest::Approx(0.258819));
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CHECK(q_p[1] == doctest::Approx(0.0));
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CHECK(q_p[2] == doctest::Approx(0.0));
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CHECK(q_p[3] == doctest::Approx(0.965926));
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r(euler_r);
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CHECK(q_r[0] == doctest::Approx(0.0));
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CHECK(q_r[1] == doctest::Approx(0.0));
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CHECK(q_r[2] == doctest::Approx(0.0871558));
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CHECK(q_r[3] == doctest::Approx(0.996195));
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// Test ZYX dynamic-axes since test data is available online.
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// Rotate first about X axis, then new Y axis, then new Z axis.
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// (Godot uses YXZ Yaw-Pitch-Roll order).
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Quaternion q_yp = q_y * q_p;
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CHECK(q_yp[0] == doctest::Approx(0.239118));
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CHECK(q_yp[1] == doctest::Approx(0.369644));
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CHECK(q_yp[2] == doctest::Approx(-0.099046));
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CHECK(q_yp[3] == doctest::Approx(0.892399));
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Quaternion q_ryp = q_r * q_yp;
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CHECK(q_ryp[0] == doctest::Approx(0.205991));
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CHECK(q_ryp[1] == doctest::Approx(0.389078));
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CHECK(q_ryp[2] == doctest::Approx(-0.0208912));
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CHECK(q_ryp[3] == doctest::Approx(0.897636));
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}
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TEST_CASE("[Quaternion] xform unit vectors") {
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// Easy to visualize: 120 deg about X-axis.
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// Transform the i, j, & k unit vectors.
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Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg2rad(120.0));
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Vector3 i_t = q.xform(Vector3(1.0, 0.0, 0.0));
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Vector3 j_t = q.xform(Vector3(0.0, 1.0, 0.0));
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Vector3 k_t = q.xform(Vector3(0.0, 0.0, 1.0));
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//
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CHECK(i_t.is_equal_approx(Vector3(1.0, 0.0, 0.0)));
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CHECK(j_t.is_equal_approx(Vector3(0.0, -0.5, 0.866025)));
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CHECK(k_t.is_equal_approx(Vector3(0.0, -0.866025, -0.5)));
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CHECK(i_t.length_squared() == doctest::Approx(1.0));
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CHECK(j_t.length_squared() == doctest::Approx(1.0));
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CHECK(k_t.length_squared() == doctest::Approx(1.0));
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// Easy to visualize: 30 deg about Y-axis.
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q = Quaternion(Vector3(0.0, 1.0, 0.0), Math::deg2rad(30.0));
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i_t = q.xform(Vector3(1.0, 0.0, 0.0));
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j_t = q.xform(Vector3(0.0, 1.0, 0.0));
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k_t = q.xform(Vector3(0.0, 0.0, 1.0));
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//
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CHECK(i_t.is_equal_approx(Vector3(0.866025, 0.0, -0.5)));
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CHECK(j_t.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
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CHECK(k_t.is_equal_approx(Vector3(0.5, 0.0, 0.866025)));
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CHECK(i_t.length_squared() == doctest::Approx(1.0));
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CHECK(j_t.length_squared() == doctest::Approx(1.0));
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CHECK(k_t.length_squared() == doctest::Approx(1.0));
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// Easy to visualize: 60 deg about Z-axis.
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q = Quaternion(Vector3(0.0, 0.0, 1.0), Math::deg2rad(60.0));
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i_t = q.xform(Vector3(1.0, 0.0, 0.0));
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j_t = q.xform(Vector3(0.0, 1.0, 0.0));
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k_t = q.xform(Vector3(0.0, 0.0, 1.0));
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//
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CHECK(i_t.is_equal_approx(Vector3(0.5, 0.866025, 0.0)));
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CHECK(j_t.is_equal_approx(Vector3(-0.866025, 0.5, 0.0)));
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CHECK(k_t.is_equal_approx(Vector3(0.0, 0.0, 1.0)));
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CHECK(i_t.length_squared() == doctest::Approx(1.0));
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CHECK(j_t.length_squared() == doctest::Approx(1.0));
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CHECK(k_t.length_squared() == doctest::Approx(1.0));
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}
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TEST_CASE("[Quaternion] xform vector") {
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// Arbitrary quaternion rotates an arbitrary vector.
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Vector3 euler_yzx(Math::deg2rad(31.41), Math::deg2rad(-49.16), Math::deg2rad(12.34));
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Basis basis_axes(euler_yzx);
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Quaternion q(basis_axes);
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Vector3 v_arb(3.0, 4.0, 5.0);
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Vector3 v_rot = q.xform(v_arb);
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Vector3 v_compare = basis_axes.xform(v_arb);
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CHECK(v_rot.length_squared() == doctest::Approx(v_arb.length_squared()));
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CHECK(v_rot.is_equal_approx(v_compare));
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}
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// Test vector xform for a single combination of Quaternion and Vector.
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void test_quat_vec_rotate(Vector3 euler_yzx, Vector3 v_in) {
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Basis basis_axes(euler_yzx);
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Quaternion q(basis_axes);
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Vector3 v_rot = q.xform(v_in);
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Vector3 v_compare = basis_axes.xform(v_in);
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CHECK(v_rot.length_squared() == doctest::Approx(v_in.length_squared()));
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CHECK(v_rot.is_equal_approx(v_compare));
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}
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TEST_CASE("[Stress][Quaternion] Many vector xforms") {
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// Many arbitrary quaternions rotate many arbitrary vectors.
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// For each trial, check that rotation by Quaternion yields same result as
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// rotation by Basis.
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const int STEPS = 100; // Number of test steps in each dimension
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const double delta = 2.0 * Math_PI / STEPS; // Angle increment per step
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const double delta_vec = 20.0 / STEPS; // Vector increment per step
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Vector3 vec_arb(1.0, 1.0, 1.0);
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double x_angle = -Math_PI;
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double y_angle = -Math_PI;
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double z_angle = -Math_PI;
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for (double i = 0; i < STEPS; ++i) {
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vec_arb[0] = -10.0 + i * delta_vec;
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x_angle = i * delta - Math_PI;
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for (double j = 0; j < STEPS; ++j) {
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vec_arb[1] = -10.0 + j * delta_vec;
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y_angle = j * delta - Math_PI;
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for (double k = 0; k < STEPS; ++k) {
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vec_arb[2] = -10.0 + k * delta_vec;
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z_angle = k * delta - Math_PI;
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Vector3 euler_yzx(x_angle, y_angle, z_angle);
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test_quat_vec_rotate(euler_yzx, vec_arb);
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}
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}
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}
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}
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} // namespace TestQuaternion
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#endif // TEST_QUATERNION_H
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