ViewportScreenTests.cpp 16 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <AzCore/Math/Matrix3x3.h>
  9. #include <AzCore/Math/Matrix3x4.h>
  10. #include <AzCore/Math/Matrix4x4.h>
  11. #include <AzCore/Math/Transform.h>
  12. #include <AzCore/UnitTest/TestTypes.h>
  13. #include <AzFramework/Viewport/CameraState.h>
  14. #include <AzFramework/Viewport/ViewportScreen.h>
  15. #include <AzTest/AzTest.h>
  16. #include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
  17. #include <AzToolsFramework/Viewport/ViewportTypes.h>
  18. #include <Tests/Utils/Printers.h>
  19. namespace UnitTest
  20. {
  21. // transform a point from normalized device coordinates to world space, and then from world space back to normalized device coordinates
  22. AZ::Vector2 ScreenNdcToWorldToScreenNdc(const AZ::Vector2& ndcPoint, const AzFramework::CameraState& cameraState)
  23. {
  24. const auto worldResult =
  25. AzFramework::ScreenNdcToWorld(ndcPoint, InverseCameraView(cameraState), InverseCameraProjection(cameraState));
  26. const auto ndcResult = AzFramework::WorldToScreenNdc(worldResult, CameraView(cameraState), CameraProjection(cameraState));
  27. return AZ::Vector2(ndcResult);
  28. }
  29. // transform a point from screen space to world space, and then from world space back to screen space
  30. AzFramework::ScreenPoint ScreenToWorldToScreen(const AzFramework::ScreenPoint& screenPoint, const AzFramework::CameraState& cameraState)
  31. {
  32. const auto worldResult = AzFramework::ScreenToWorld(screenPoint, cameraState);
  33. return AzFramework::WorldToScreen(worldResult, cameraState);
  34. }
  35. ////////////////////////////////////////////////////////////////////////////////////////////////////////
  36. // ScreenPoint tests
  37. TEST(ViewportScreen, WorldToScreenAndScreenToWorldReturnsTheSameValueIdentityCameraOffsetFromOrigin)
  38. {
  39. using AzFramework::ScreenPoint;
  40. const auto screenDimensions = AzFramework::ScreenSize(800, 600);
  41. const auto cameraPosition = AZ::Vector3::CreateAxisY(-10.0f);
  42. const auto cameraState = AzFramework::CreateIdentityDefaultCamera(cameraPosition, screenDimensions);
  43. {
  44. const auto expectedScreenPoint = ScreenPoint{ 600, 450 };
  45. const auto resultScreenPoint = ScreenToWorldToScreen(expectedScreenPoint, cameraState);
  46. EXPECT_EQ(resultScreenPoint, expectedScreenPoint);
  47. }
  48. {
  49. const auto expectedScreenPoint = ScreenPoint{ 400, 300 };
  50. const auto resultScreenPoint = ScreenToWorldToScreen(expectedScreenPoint, cameraState);
  51. EXPECT_EQ(resultScreenPoint, expectedScreenPoint);
  52. }
  53. {
  54. const auto expectedScreenPoint = ScreenPoint{ 0, 0 };
  55. const auto resultScreenPoint = ScreenToWorldToScreen(expectedScreenPoint, cameraState);
  56. EXPECT_EQ(resultScreenPoint, expectedScreenPoint);
  57. }
  58. {
  59. const auto expectedScreenPoint = ScreenPoint{ 800, 600 };
  60. const auto resultScreenPoint = ScreenToWorldToScreen(expectedScreenPoint, cameraState);
  61. EXPECT_EQ(resultScreenPoint, expectedScreenPoint);
  62. }
  63. }
  64. TEST(ViewportScreen, WorldToScreenAndScreenToWorldReturnsTheSameValueOrientatedCamera)
  65. {
  66. using AzFramework::ScreenPoint;
  67. const auto screenDimensions = AzFramework::ScreenSize(1024, 768);
  68. const auto cameraTransform =
  69. AZ::Transform::CreateRotationX(AZ::DegToRad(45.0f)) * AZ::Transform::CreateRotationZ(AZ::DegToRad(90.0f));
  70. const auto cameraState = AzFramework::CreateDefaultCamera(cameraTransform, screenDimensions);
  71. const auto expectedScreenPoint = ScreenPoint{ 200, 300 };
  72. const auto resultScreenPoint = ScreenToWorldToScreen(expectedScreenPoint, cameraState);
  73. EXPECT_EQ(resultScreenPoint, expectedScreenPoint);
  74. }
  75. // note: nearClip is 0.1 - the world space value returned will be aligned to the near clip
  76. // plane of the camera so use that to confirm the mapping to/from is correct
  77. TEST(ViewportScreen, ScreenToWorldReturnsPositionOnNearClipPlaneInWorldSpace)
  78. {
  79. using AzFramework::ScreenPoint;
  80. const auto screenDimensions = AzFramework::ScreenSize(800, 600);
  81. const auto cameraTransform =
  82. AZ::Transform::CreateTranslation(AZ::Vector3(10.0f, 0.0f, 0.0f)) * AZ::Transform::CreateRotationZ(AZ::DegToRad(-90.0f));
  83. const auto cameraState = AzFramework::CreateDefaultCamera(cameraTransform, screenDimensions);
  84. const auto worldResult = AzFramework::ScreenToWorld(ScreenPoint{ 400, 300 }, cameraState);
  85. EXPECT_THAT(worldResult, IsClose(AZ::Vector3(10.1f, 0.0f, 0.0f)));
  86. }
  87. ////////////////////////////////////////////////////////////////////////////////////////////////////////
  88. // Ndc tests
  89. TEST(ViewportScreen, WorldToScreenNdcAndScreenNdcToWorldReturnsTheSameValueIdentityCameraOffsetFromOrigin)
  90. {
  91. using NdcPoint = AZ::Vector2;
  92. const auto screenDimensions = AzFramework::ScreenSize(800, 600);
  93. const auto cameraPosition = AZ::Vector3::CreateAxisY(-10.0f);
  94. const auto cameraState = AzFramework::CreateIdentityDefaultCamera(cameraPosition, screenDimensions);
  95. {
  96. const auto expectedNdcPoint = NdcPoint{ 0.75f, 0.75f };
  97. const auto resultNdcPoint = ScreenNdcToWorldToScreenNdc(expectedNdcPoint, cameraState);
  98. EXPECT_THAT(resultNdcPoint, IsClose(expectedNdcPoint));
  99. }
  100. {
  101. const auto expectedNdcPoint = NdcPoint{ 0.5f, 0.5f };
  102. const auto resultNdcPoint = ScreenNdcToWorldToScreenNdc(expectedNdcPoint, cameraState);
  103. EXPECT_THAT(resultNdcPoint, IsClose(expectedNdcPoint));
  104. }
  105. {
  106. const auto expectedNdcPoint = NdcPoint{ 0.0f, 0.0f };
  107. const auto resultNdcPoint = ScreenNdcToWorldToScreenNdc(expectedNdcPoint, cameraState);
  108. EXPECT_THAT(resultNdcPoint, IsClose(expectedNdcPoint));
  109. }
  110. {
  111. const auto expectedNdcPoint = NdcPoint{ 1.0f, 1.0f };
  112. const auto resultNdcPoint = ScreenNdcToWorldToScreenNdc(expectedNdcPoint, cameraState);
  113. EXPECT_THAT(resultNdcPoint, IsClose(expectedNdcPoint));
  114. }
  115. }
  116. TEST(ViewportScreen, WorldToScreenNdcAndScreenNdcToWorldReturnsTheSameValueOrientatedCamera)
  117. {
  118. using NdcPoint = AZ::Vector2;
  119. const auto screenDimensions = AzFramework::ScreenSize(800, 600);
  120. const auto cameraTransform =
  121. AZ::Transform::CreateRotationX(AZ::DegToRad(45.0f)) * AZ::Transform::CreateRotationZ(AZ::DegToRad(90.0f));
  122. const auto cameraState = AzFramework::CreateDefaultCamera(cameraTransform, screenDimensions);
  123. const auto expectedNdcPoint = NdcPoint{ 0.25f, 0.5f };
  124. const auto resultNdcPoint = ScreenNdcToWorldToScreenNdc(expectedNdcPoint, cameraState);
  125. EXPECT_THAT(resultNdcPoint, IsClose(expectedNdcPoint));
  126. }
  127. // note: nearClip is 0.1 - the world space value returned will be aligned to the near clip
  128. // plane of the camera so use that to confirm the mapping to/from is correct
  129. TEST(ViewportScreen, ScreenNdcToWorldReturnsPositionOnNearClipPlaneInWorldSpace)
  130. {
  131. using NdcPoint = AZ::Vector2;
  132. const auto screenDimensions = AzFramework::ScreenSize(800, 600);
  133. const auto cameraTransform =
  134. AZ::Transform::CreateTranslation(AZ::Vector3(10.0f, 0.0f, 0.0f)) * AZ::Transform::CreateRotationZ(AZ::DegToRad(-90.0f));
  135. const auto cameraState = AzFramework::CreateDefaultCamera(cameraTransform, screenDimensions);
  136. const auto worldResult =
  137. AzFramework::ScreenNdcToWorld(NdcPoint{ 0.5f, 0.5f }, InverseCameraView(cameraState), InverseCameraProjection(cameraState));
  138. EXPECT_THAT(worldResult, IsClose(AZ::Vector3(10.1f, 0.0f, 0.0f)));
  139. }
  140. ////////////////////////////////////////////////////////////////////////////////////////////////////////
  141. // ScreenVector tests
  142. TEST(ViewportScreen, SubstractingScreenPointGivesScreenVector)
  143. {
  144. using AzFramework::ScreenPoint;
  145. using AzFramework::ScreenVector;
  146. const ScreenVector screenVector = ScreenPoint{ 100, 200 } - ScreenPoint{ 10, 20 };
  147. EXPECT_EQ(screenVector, ScreenVector(90, 180));
  148. }
  149. TEST(ViewportScreen, AddingScreenPointAndScreenVectorGivesScreenPoint)
  150. {
  151. using AzFramework::ScreenPoint;
  152. using AzFramework::ScreenVector;
  153. const ScreenPoint screenPoint = ScreenPoint{ 100, 200 } + ScreenVector{ 50, 25 };
  154. EXPECT_EQ(screenPoint, ScreenPoint(150, 225));
  155. }
  156. TEST(ViewportScreen, SubtractingScreenPointAndScreenVectorGivesScreenPoint)
  157. {
  158. using AzFramework::ScreenPoint;
  159. using AzFramework::ScreenVector;
  160. const ScreenPoint screenPoint = ScreenPoint{ 120, 200 } - ScreenVector{ 50, 20 };
  161. EXPECT_EQ(screenPoint, ScreenPoint(70, 180));
  162. }
  163. TEST(ViewportScreen, AddingScreenVectorGivesScreenVector)
  164. {
  165. using AzFramework::ScreenPoint;
  166. using AzFramework::ScreenVector;
  167. const ScreenVector screenVector = ScreenVector{ 100, 200 } + ScreenVector{ 50, 25 };
  168. EXPECT_EQ(screenVector, ScreenVector(150, 225));
  169. }
  170. TEST(ViewportScreen, SubtractingScreenVectorGivesScreenVector)
  171. {
  172. using AzFramework::ScreenPoint;
  173. using AzFramework::ScreenVector;
  174. const ScreenVector screenVector = ScreenVector{ 100, 200 } - ScreenVector{ 50, 25 };
  175. EXPECT_EQ(screenVector, ScreenVector(50, 175));
  176. }
  177. TEST(ViewportScreen, ScreenPointAndScreenVectorConvertToVector2)
  178. {
  179. using AzFramework::ScreenPoint;
  180. using AzFramework::ScreenVector;
  181. const ScreenPoint screenPoint = ScreenPoint{ 100, 200 };
  182. const ScreenVector screenVector = ScreenVector{ 50, 25 };
  183. const AZ::Vector2 fromScreenPoint = AzFramework::Vector2FromScreenPoint(screenPoint);
  184. const AZ::Vector2 fromScreenVector = AzFramework::Vector2FromScreenVector(screenVector);
  185. EXPECT_THAT(fromScreenPoint, IsClose(AZ::Vector2(100.0f, 200.0f)));
  186. EXPECT_THAT(fromScreenVector, IsClose(AZ::Vector2(50.0f, 25.0f)));
  187. }
  188. TEST(ViewportScreen, ScreenVectorPlusEqualsCanBeCombined)
  189. {
  190. using AzFramework::ScreenPoint;
  191. using AzFramework::ScreenVector;
  192. ScreenVector screenVector1 = ScreenVector(50, 175);
  193. ScreenVector screenVector2 = ScreenVector(2, 4);
  194. ScreenVector screenVector3 = ScreenVector(3, 1);
  195. ((screenVector1 += screenVector2) += screenVector3);
  196. EXPECT_EQ(screenVector1, ScreenVector(55, 180));
  197. }
  198. TEST(ViewportScreen, ScreenVectorMinusEqualsCanBeCombined)
  199. {
  200. using AzFramework::ScreenPoint;
  201. using AzFramework::ScreenVector;
  202. ScreenVector screenVector1 = ScreenVector(50, 175);
  203. ScreenVector screenVector2 = ScreenVector(2, 4);
  204. ScreenVector screenVector3 = ScreenVector(3, 1);
  205. ((screenVector1 -= screenVector2) -= screenVector3);
  206. EXPECT_EQ(screenVector1, ScreenVector(45, 170));
  207. }
  208. TEST(ViewportScreen, ScreenPointPlusEqualsScreenVectorCanBeCombined)
  209. {
  210. using AzFramework::ScreenPoint;
  211. using AzFramework::ScreenVector;
  212. ScreenPoint screenPoint = ScreenPoint(50, 175);
  213. ScreenVector screenVector2 = ScreenVector(2, 4);
  214. ScreenVector screenVector3 = ScreenVector(3, 1);
  215. ((screenPoint += screenVector2) += screenVector3);
  216. EXPECT_EQ(screenPoint, ScreenPoint(55, 180));
  217. }
  218. TEST(ViewportScreen, ScreenPointMinusEqualsScreenVectorCanBeCombined)
  219. {
  220. using AzFramework::ScreenPoint;
  221. using AzFramework::ScreenVector;
  222. ScreenPoint screenPoint = ScreenPoint(50, 175);
  223. ScreenVector screenVector2 = ScreenVector(2, 4);
  224. ScreenVector screenVector3 = ScreenVector(3, 1);
  225. ((screenPoint -= screenVector2) -= screenVector3);
  226. EXPECT_EQ(screenPoint, ScreenPoint(45, 170));
  227. }
  228. TEST(ViewportScreen, ScreenVectorLengthReturned)
  229. {
  230. using AzFramework::ScreenVector;
  231. EXPECT_NEAR(AzFramework::ScreenVectorLength(ScreenVector(1, 1)), 1.41421f, 0.001f);
  232. EXPECT_NEAR(AzFramework::ScreenVectorLength(ScreenVector(3, 4)), 5.0f, 0.001f);
  233. EXPECT_NEAR(AzFramework::ScreenVectorLength(ScreenVector(12, 15)), 19.20937f, 0.001f);
  234. }
  235. TEST(ViewportScreen, ScreenVectorTransformedByScalarUpwards)
  236. {
  237. using AzFramework::ScreenVector;
  238. auto screenVector = ScreenVector(5, 10);
  239. auto scaledScreenVector = screenVector * 2.0f;
  240. EXPECT_EQ(scaledScreenVector, ScreenVector(10, 20));
  241. }
  242. TEST(ViewportScreen, ScreenVectorTransformedByScalarWithRounding)
  243. {
  244. using AzFramework::ScreenVector;
  245. auto screenVector = ScreenVector(1, 6);
  246. auto scaledScreenVector = screenVector * 0.1f;
  247. // value less than 0.5 rounds down, greater than or equal to 0.5 rounds up
  248. EXPECT_EQ(scaledScreenVector, ScreenVector(0, 1));
  249. }
  250. TEST(ViewportScreen, ScreenVectorTransformedByScalarWithRoundingAtHalfwayBoundary)
  251. {
  252. using AzFramework::ScreenVector;
  253. auto screenVector = ScreenVector(5, 10);
  254. auto scaledScreenVector = screenVector * 0.1f;
  255. // value less than 0.5 rounds down, greater than or equal to 0.5 rounds up
  256. EXPECT_EQ(scaledScreenVector, ScreenVector(1, 1));
  257. }
  258. TEST(ViewportScreen, ScreenVectorTransformedByScalarDownwards)
  259. {
  260. using AzFramework::ScreenVector;
  261. auto screenVector = ScreenVector(6, 12);
  262. auto scaledScreenVector = screenVector * 0.5f;
  263. EXPECT_EQ(scaledScreenVector, ScreenVector(3, 6));
  264. }
  265. TEST(ViewportScreen, ScreenVectorTransformedByScalarInplace)
  266. {
  267. using AzFramework::ScreenVector;
  268. auto screenVector = ScreenVector(13, 37);
  269. screenVector *= 10.0f;
  270. EXPECT_EQ(screenVector, ScreenVector(130, 370));
  271. }
  272. ////////////////////////////////////////////////////////////////////////////////////////////////////////
  273. // Other tests
  274. TEST(ViewportScreen, CanGetCameraTransformFromCameraViewAndBack)
  275. {
  276. const auto screenDimensions = AzFramework::ScreenSize(1024, 768);
  277. const auto transform = AZ::Transform::CreateTranslation(AZ::Vector3::CreateAxisZ(5.0f)) *
  278. AZ::Transform::CreateRotationX(AZ::DegToRad(45.0f)) * AZ::Transform::CreateRotationZ(AZ::DegToRad(90.0f));
  279. const auto cameraState = AzFramework::CreateDefaultCamera(transform, screenDimensions);
  280. const auto cameraTransform = AzFramework::CameraTransform(cameraState);
  281. const auto cameraView = AzFramework::CameraView(cameraState);
  282. const auto cameraTransformFromView = AzFramework::CameraTransformFromCameraView(cameraView);
  283. const auto cameraViewFromTransform = AzFramework::CameraViewFromCameraTransform(cameraTransform);
  284. EXPECT_THAT(cameraTransform, IsClose(cameraTransformFromView));
  285. EXPECT_THAT(cameraView, IsClose(cameraViewFromTransform));
  286. }
  287. TEST(ViewportScreen, FovCanBeRetrievedFromProjectionMatrix)
  288. {
  289. using ::testing::FloatNear;
  290. auto cameraState = AzFramework::CreateIdentityDefaultCamera(AZ::Vector3::CreateZero(), AzFramework::ScreenSize(800, 600));
  291. {
  292. const float fovRadians = AZ::DegToRad(45.0f);
  293. AzFramework::SetCameraClippingVolume(cameraState, 0.1f, 100.0f, fovRadians);
  294. EXPECT_THAT(AzFramework::RetrieveFov(AzFramework::CameraProjection(cameraState)), FloatNear(fovRadians, 0.001f));
  295. }
  296. {
  297. const float fovRadians = AZ::DegToRad(90.0f);
  298. AzFramework::SetCameraClippingVolume(cameraState, 0.1f, 100.0f, fovRadians);
  299. EXPECT_THAT(AzFramework::RetrieveFov(AzFramework::CameraProjection(cameraState)), FloatNear(fovRadians, 0.001f));
  300. }
  301. }
  302. } // namespace UnitTest