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authorGaia Clary <gaia.clary@machinimatrix.org>2020-11-09 20:57:40 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2020-11-12 20:16:35 +0300
commit923b314a7af6494e7d8dade0ffd8dfebd5976f8c (patch)
tree051e5196444525718e60ffeeb354147b9bb1340f
parentb9bd47c2e256b1e78b385fbe610c8dacc1e981e2 (diff)
Test cases for vec_roll_to_mat3_normalized
The function vec_roll_to_mat3_normalized() basically has to handle 3 scenarios: - When a bone is oriented along the negative Y axis - When a bone is very close to the negative Y axis - All other cases The tests in the Differential make sure that all 3 situations are covered. Reviewed By: sybren, mont29 Differential Revision: https://developer.blender.org/D9525
-rw-r--r--source/blender/blenkernel/intern/armature_test.cc67
1 files changed, 67 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/armature_test.cc b/source/blender/blenkernel/intern/armature_test.cc
index f3c0d2f407a..7beda857a73 100644
--- a/source/blender/blenkernel/intern/armature_test.cc
+++ b/source/blender/blenkernel/intern/armature_test.cc
@@ -90,4 +90,71 @@ TEST(mat3_vec_to_roll, Rotationmatrix)
}
}
+TEST(vec_roll_to_mat3_normalized, Rotationmatrix)
+{
+ float negative_y_axis[3][3];
+ unit_m3(negative_y_axis);
+ negative_y_axis[0][0] = negative_y_axis[1][1] = -1.0f;
+
+ const float roll = 0.0f;
+ float roll_mat[3][3];
+
+ /* If normalized_vector is -Y, simple symmetry by Z axis. */
+ {
+ const float normalized_vector[3] = {0.0f, -1.0f, 0.0f};
+ vec_roll_to_mat3_normalized(normalized_vector, roll, roll_mat);
+ EXPECT_M3_NEAR(roll_mat, negative_y_axis, FLT_EPSILON);
+ }
+
+ /* If normalized_vector is far enough from -Y, apply the general case. */
+ {
+ const float expected_roll_mat[3][3] = {{1.000000f, 0.000000f, 0.000000f},
+ {0.000000f, -0.999989986f, -0.000000f},
+ {0.000000f, 0.000000f, 1.000000f}};
+
+ const float normalized_vector[3] = {0.0f, -1.0f + 1e-5f, 0.0f};
+ vec_roll_to_mat3_normalized(normalized_vector, roll, roll_mat);
+ EXPECT_M3_NEAR(roll_mat, expected_roll_mat, FLT_EPSILON);
+ }
+
+#if 0
+ /* TODO: This test will pass after fixing T82455) */
+ /* If normalized_vector is close to -Y and
+ * it has X and Z values above a threshold,
+ * apply the special case. */
+ {
+ const float expected_roll_mat[3][3] = {{0.000000f, -9.99999975e-06f, 1.000000f},
+ {9.99999975e-06f, -0.999999881f, 9.99999975e-06f},
+ {1.000000f, -9.99999975e-06, 0.000000f}};
+ const float normalized_vector[3] = {1e-24, -0.999999881, 0};
+ vec_roll_to_mat3_normalized(normalized_vector, roll, roll_mat);
+ EXPECT_M3_NEAR(roll_mat, expected_roll_mat, FLT_EPSILON);
+ }
+#endif
+
+ /* If normalized_vector is in a critical range close to -Y, apply the special case. */
+ {
+ const float expected_roll_mat[3][3] = {{0.000000f, -9.99999975e-06f, 1.000000f},
+ {9.99999975e-06f, -0.999999881f, 9.99999975e-06f},
+ {1.000000f, -9.99999975e-06, 0.000000f}};
+
+ const float normalized_vector[3] = {1e-5f, -0.999999881f, 1e-5f}; /* Corner Case. */
+ vec_roll_to_mat3_normalized(normalized_vector, roll, roll_mat);
+ EXPECT_M3_NEAR(roll_mat, expected_roll_mat, FLT_EPSILON);
+ }
+
+ /* If normalized_vector is far enough from -Y, apply the general case. */
+ {
+ const float expected_roll_mat[3][3] = {{0.788675129f, -0.577350259f, -0.211324856f},
+ {0.577350259f, 0.577350259f, 0.577350259f},
+ {-0.211324856f, -0.577350259f, 0.788675129f}};
+
+ const float vector[3] = {1.0f, 1.0f, 1.0f}; /* Arbitrary Value. */
+ float normalized_vector[3];
+ normalize_v3_v3(normalized_vector, vector);
+ vec_roll_to_mat3_normalized(normalized_vector, roll, roll_mat);
+ EXPECT_M3_NEAR(roll_mat, expected_roll_mat, FLT_EPSILON);
+ }
+}
+
} // namespace blender::bke::tests