/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #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)) * -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); } } // namespace UnitTest