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author | Gaia Clary <gaia.clary@machinimatrix.org> | 2020-11-09 20:57:40 +0300 |
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committer | Gaia Clary <gaia.clary@machinimatrix.org> | 2020-11-12 20:16:35 +0300 |
commit | 923b314a7af6494e7d8dade0ffd8dfebd5976f8c (patch) | |
tree | 051e5196444525718e60ffeeb354147b9bb1340f /source/blender/blenkernel | |
parent | b9bd47c2e256b1e78b385fbe610c8dacc1e981e2 (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
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/intern/armature_test.cc | 67 |
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 |