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EmotionFXMathLibTests.cpp 20 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 <AzTest/AzTest.h>
  9. #include <AzCore/Math/Quaternion.h>
  10. #include <AzCore/Math/Vector3.h>
  11. #include <AzCore/Math/Matrix4x4.h>
  12. #include <AzCore/Math/MathUtils.h>
  13. #include <MCore/Source/Vector.h>
  14. #include <MCore/Source/AzCoreConversions.h>
  15. class EmotionFXMathLibTests
  16. : public ::testing::Test
  17. {
  18. protected:
  19. void SetUp() override
  20. {
  21. m_azNormalizedVector3A = AZ::Vector3(s_x1, s_y1, s_z1);
  22. m_azNormalizedVector3A.Normalize();
  23. m_azQuaternionA = AZ::Quaternion::CreateFromAxisAngle(m_azNormalizedVector3A, s_angle_a);
  24. }
  25. void TearDown() override
  26. {
  27. }
  28. bool AZQuaternionCompareExact(AZ::Quaternion& quaternion, float x, float y, float z, float w)
  29. {
  30. if (quaternion.GetX() != x)
  31. {
  32. return false;
  33. }
  34. if (quaternion.GetY() != y)
  35. {
  36. return false;
  37. }
  38. if (quaternion.GetZ() != z)
  39. {
  40. return false;
  41. }
  42. if (quaternion.GetW() != w)
  43. {
  44. return false;
  45. }
  46. return true;
  47. }
  48. bool AZQuaternionCompareClose(AZ::Quaternion& quaternion, float x, float y, float z, float w, float tolerance)
  49. {
  50. if (!AZ::IsClose(quaternion.GetX(), x, tolerance))
  51. {
  52. return false;
  53. }
  54. if (!AZ::IsClose(quaternion.GetY(), y, tolerance))
  55. {
  56. return false;
  57. }
  58. if (!AZ::IsClose(quaternion.GetZ(), z, tolerance))
  59. {
  60. return false;
  61. }
  62. if (!AZ::IsClose(quaternion.GetW(), w, tolerance))
  63. {
  64. return false;
  65. }
  66. return true;
  67. }
  68. bool AZVector3CompareClose(const AZ::Vector3& vector, const AZ::Vector3& vector2, float tolerance)
  69. {
  70. if (!AZ::IsClose(vector.GetX(), vector2.GetX(), tolerance))
  71. {
  72. return false;
  73. }
  74. if (!AZ::IsClose(vector.GetY(), vector2.GetY(), tolerance))
  75. {
  76. return false;
  77. }
  78. if (!AZ::IsClose(vector.GetZ(), vector2.GetZ(), tolerance))
  79. {
  80. return false;
  81. }
  82. return true;
  83. }
  84. bool AZVector3CompareClose(const AZ::Vector3& vector, float x, float y, float z, float tolerance)
  85. {
  86. if (!AZ::IsClose(vector.GetX(), x, tolerance))
  87. {
  88. return false;
  89. }
  90. if (!AZ::IsClose(vector.GetY(), y, tolerance))
  91. {
  92. return false;
  93. }
  94. if (!AZ::IsClose(vector.GetZ(), z, tolerance))
  95. {
  96. return false;
  97. }
  98. return true;
  99. }
  100. static const float s_toleranceHigh;
  101. static const float s_toleranceMedium;
  102. static const float s_toleranceLow;
  103. static const float s_toleranceReallyLow;
  104. static const float s_x1;
  105. static const float s_y1;
  106. static const float s_z1;
  107. static const float s_angle_a;
  108. AZ::Vector3 m_azNormalizedVector3A;
  109. AZ::Quaternion m_azQuaternionA;
  110. };
  111. const float EmotionFXMathLibTests::s_toleranceHigh = 0.00001f;
  112. const float EmotionFXMathLibTests::s_toleranceMedium = 0.0001f;
  113. const float EmotionFXMathLibTests::s_toleranceLow = 0.001f;
  114. const float EmotionFXMathLibTests::s_toleranceReallyLow = 0.02f;
  115. const float EmotionFXMathLibTests::s_x1 = 0.2f;
  116. const float EmotionFXMathLibTests::s_y1 = 0.3f;
  117. const float EmotionFXMathLibTests::s_z1 = 0.4f;
  118. const float EmotionFXMathLibTests::s_angle_a = 0.5f;
  119. //////////////////////////////////////////////////////////////////
  120. //Getting and setting of Quaternions
  121. //////////////////////////////////////////////////////////////////
  122. TEST_F(EmotionFXMathLibTests, AZQuaternionGet_Elements_Success)
  123. {
  124. AZ::Quaternion test(0.1f, 0.2f, 0.3f, 0.4f);
  125. ASSERT_TRUE(AZQuaternionCompareExact(test, 0.1f, 0.2f, 0.3f, 0.4f));
  126. }
  127. ///////////////////////////////////////////////////////////////////////////////
  128. //Basic rotations
  129. ///////////////////////////////////////////////////////////////////////////////
  130. //Right Hand - counterclockwise looking down axis from positive side
  131. TEST_F(EmotionFXMathLibTests, AZQuaternion_Rotation1ComponentAxisX_Success)
  132. {
  133. AZ::Vector3 axis = AZ::Vector3(1.0f, 0.0f, 0.0f);
  134. axis.Normalize();
  135. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  136. AZ::Vector3 vertexIn(0.0f, 0.0f, 0.1f);
  137. AZ::Vector3 vertexOut;
  138. vertexOut = azQuaternion1.TransformVector(vertexIn);
  139. bool same = AZVector3CompareClose(vertexOut, AZ::Vector3(0.0f, -0.1f, 0.0f), s_toleranceLow);
  140. ASSERT_TRUE(same);
  141. }
  142. TEST_F(EmotionFXMathLibTests, AZQuaternion_Rotation1ComponentAxisY_Success)
  143. {
  144. AZ::Vector3 axis = AZ::Vector3(0.0f, 1.0f, 0.0f);
  145. axis.Normalize();
  146. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  147. AZ::Vector3 vertexIn(0.1f, 0.0f, 0.0f);
  148. AZ::Vector3 vertexOut;
  149. vertexOut = azQuaternion1.TransformVector(vertexIn);
  150. bool same = AZVector3CompareClose(vertexOut, AZ::Vector3(0.0f, 0.0f, -0.1f), s_toleranceLow);
  151. ASSERT_TRUE(same);
  152. }
  153. TEST_F(EmotionFXMathLibTests, AZQuaternion_Rotation1ComponentAxisZ_Success)
  154. {
  155. AZ::Vector3 axis = AZ::Vector3(0.0f, 0.0f, 1.0f);
  156. axis.Normalize();
  157. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  158. AZ::Vector3 vertexIn(0.1f, 0.0f, 0.0f);
  159. AZ::Vector3 vertexOut;
  160. vertexOut = azQuaternion1.TransformVector(vertexIn);
  161. bool same = AZVector3CompareClose(vertexOut, AZ::Vector3(0.0f, 0.1f, 0.0f), s_toleranceLow);
  162. ASSERT_TRUE(same);
  163. }
  164. //AZ Quaternion Normalize Vertex test
  165. TEST_F(EmotionFXMathLibTests, AZazQuaternion_NormalizedQuaternionRotationTest3DAxis_Success)
  166. {
  167. AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
  168. axis.Normalize();
  169. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  170. AZ::Quaternion azQuaternion1Normalized = azQuaternion1.GetNormalized();
  171. AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
  172. AZ::Vector3 vertexOut1, vertexOut1FromNormalizedQuaternion;
  173. //generate value 1
  174. vertexOut1 = azQuaternion1.TransformVector(vertexIn);
  175. vertexOut1FromNormalizedQuaternion = azQuaternion1Normalized.TransformVector(vertexIn);
  176. bool same = AZVector3CompareClose(vertexOut1, vertexOut1FromNormalizedQuaternion, s_toleranceLow);
  177. ASSERT_TRUE(same);
  178. }
  179. ///////////////////////////////////////////////////////////////////////////////
  180. // Euler AZ
  181. ///////////////////////////////////////////////////////////////////////////////
  182. // AZ Quaternion <-> euler conversion Vertex test 1 component axis
  183. TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerGetSet1ComponentAxis_Success)
  184. {
  185. AZ::Vector3 axis = AZ::Vector3(0.0f, 0.0f, 1.0f);
  186. axis.Normalize();
  187. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  188. AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
  189. AZ::Vector3 vertexOut1, vertexOut2;
  190. AZ::Vector3 euler1;
  191. AZ::Quaternion test1;
  192. vertexOut1 = azQuaternion1.TransformVector(vertexIn);
  193. //euler out and in
  194. euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
  195. test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
  196. //generate vertex value 2
  197. vertexOut2 = test1.TransformVector(vertexIn);
  198. bool same = AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow);
  199. ASSERT_TRUE(same);
  200. }
  201. // AZ Quaternion <-> euler conversion Vertex test 2 component axis
  202. TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerGetSet2ComponentAxis_Success)
  203. {
  204. AZ::Vector3 axis = AZ::Vector3(0.0f, 0.7f, 0.3f);
  205. axis.Normalize();
  206. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  207. AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
  208. AZ::Vector3 vertexOut1, vertexOut2;
  209. AZ::Vector3 euler1;
  210. AZ::Quaternion test1;
  211. //generate vertex value 1
  212. vertexOut1 = azQuaternion1.TransformVector(vertexIn);
  213. //euler out and in
  214. euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
  215. test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
  216. //generate vertex value 2
  217. vertexOut2 = test1.TransformVector(vertexIn);
  218. bool same = AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow);
  219. ASSERT_TRUE(same);
  220. }
  221. // AZ Quaternion <-> euler conversion Vertex test 3 component axis
  222. TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerInOutRotationTest3DAxis_Success)
  223. {
  224. AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
  225. axis.Normalize();
  226. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  227. AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
  228. AZ::Vector3 vertexOut1, vertexOut2;
  229. AZ::Vector3 euler1;
  230. AZ::Quaternion test1;
  231. //generate vertex value 1
  232. vertexOut1 = azQuaternion1.TransformVector(vertexIn);
  233. //euler out and in
  234. euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
  235. test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
  236. //generate vertex value 2
  237. vertexOut2 = test1.TransformVector(vertexIn);
  238. bool same = AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow);
  239. ASSERT_TRUE(same);
  240. }
  241. // Quaternion -> Transform -> Euler conversion is same as Quaternion -> Euler
  242. // AZ Euler get set Transform Compare test 3 dim axis
  243. TEST_F(EmotionFXMathLibTests, AZQuaternion_EulerGetSet3ComponentAxisCompareTransform_Success)
  244. {
  245. AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
  246. axis.Normalize();
  247. AZ::Quaternion azQuaternion1 = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  248. AZ::Vector3 vertexIn(0.1f, 0.2f, 0.3f);
  249. AZ::Vector3 vertexOut1, vertexOut2, vertexTransform;
  250. AZ::Vector3 euler1, eulerVectorFromTransform;
  251. AZ::Quaternion test1, testTransformQuat;
  252. //generate vertex value 1
  253. vertexOut1 = azQuaternion1.TransformVector(vertexIn);
  254. //use Transform to generate euler
  255. AZ::Transform TransformFromQuat = AZ::Transform::CreateFromQuaternion(azQuaternion1);
  256. eulerVectorFromTransform = AZ::ConvertTransformToEulerRadians(TransformFromQuat);
  257. testTransformQuat = AZ::ConvertEulerRadiansToQuaternion(eulerVectorFromTransform);
  258. vertexTransform = testTransformQuat.TransformVector(vertexIn);
  259. //use existing convert function
  260. euler1 = AZ::ConvertQuaternionToEulerRadians(azQuaternion1);
  261. test1 = AZ::ConvertEulerRadiansToQuaternion(euler1);
  262. //generate vertex value 2
  263. vertexOut2 = test1.TransformVector(vertexIn);
  264. bool same = AZVector3CompareClose(vertexOut1, vertexTransform, s_toleranceReallyLow)
  265. && AZVector3CompareClose(vertexOut1, vertexOut2, s_toleranceReallyLow)
  266. && AZVector3CompareClose(vertexOut2, vertexTransform, s_toleranceHigh);
  267. ASSERT_TRUE(same);
  268. }
  269. // AZ Quaternion to Euler test
  270. //only way to test Quaternions sameness is to apply it to a vector and measure result
  271. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_ToEulerEquivalent_Success)
  272. {
  273. AZ::Vector3 eulerIn(0.1f, 0.2f, 0.3f);
  274. AZ::Vector3 testVertex(0.1f, 0.2f, 0.3f);
  275. AZ::Vector3 outVertex1, outVertex2;
  276. AZ::Quaternion test, test2;
  277. AZ::Vector3 eulerOut1, eulerOut2;
  278. test = AZ::ConvertEulerRadiansToQuaternion(eulerIn);
  279. test.Normalize();
  280. outVertex1 = test.TransformVector(testVertex);
  281. eulerOut1 = AZ::ConvertQuaternionToEulerRadians(test);
  282. test2 = AZ::ConvertEulerRadiansToQuaternion(eulerOut1);
  283. test2.Normalize();
  284. outVertex2 = test2.TransformVector(testVertex);
  285. eulerOut2 = AZ::ConvertQuaternionToEulerRadians(test2);
  286. ASSERT_TRUE(AZVector3CompareClose(eulerOut1, eulerOut2, s_toleranceReallyLow));
  287. }
  288. ///////////////////////////////////////////////////////////////////////////////
  289. // Quaternion Matrix
  290. ///////////////////////////////////////////////////////////////////////////////
  291. // Test EM Quaternion made from Matrix X
  292. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromAZTransformXRot_Success)
  293. {
  294. AZ::Transform azTransform = AZ::Transform::CreateRotationX(AZ::Constants::HalfPi);
  295. AZ::Quaternion azQuaternion = azTransform.GetRotation();
  296. AZ::Vector3 emVertexIn(0.0f, 0.1f, 0.0f);
  297. AZ::Vector3 emVertexOut = azQuaternion.TransformVector(emVertexIn);
  298. bool same = AZVector3CompareClose(emVertexOut, 0.0f, 0.0f, 0.1f, s_toleranceMedium);
  299. ASSERT_TRUE(same);
  300. }
  301. // Test EM Quaternion made from Matrix Y
  302. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromAZTransformYRot_Success)
  303. {
  304. AZ::Transform azTransform = AZ::Transform::CreateRotationY(AZ::Constants::HalfPi);
  305. AZ::Quaternion azQuaternion = azTransform.GetRotation();
  306. AZ::Vector3 emVertexIn(0.0f, 0.0f, 0.1f);
  307. AZ::Vector3 emVertexOut = azQuaternion.TransformVector(emVertexIn);
  308. bool same = AZVector3CompareClose(emVertexOut, 0.1f, 0.0f, 0.0f, s_toleranceMedium);
  309. ASSERT_TRUE(same);
  310. }
  311. // Compare Quaternion made from Matrix X
  312. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromMatrixXRot_Success)
  313. {
  314. AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateRotationX(AZ::Constants::HalfPi);
  315. AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromMatrix4x4(azMatrix);
  316. AZ::Transform azTransform = AZ::Transform::CreateRotationX(AZ::Constants::HalfPi);
  317. AZ::Quaternion azQuaternionFromTransform = azTransform.GetRotation();
  318. AZ::Vector3 azVertexIn(0.0f, 0.1f, 0.0f);
  319. AZ::Vector3 azVertexOut = azQuaternion.TransformVector(azVertexIn);
  320. AZ::Vector3 emVertexOut = azQuaternionFromTransform.TransformVector(azVertexIn);
  321. bool same = AZVector3CompareClose(azVertexOut, emVertexOut, s_toleranceMedium);
  322. ASSERT_TRUE(same);
  323. }
  324. // Compare Quaternion made from Matrix Y
  325. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromMatrixYRot_Success)
  326. {
  327. AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateRotationY(AZ::Constants::HalfPi);
  328. AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromMatrix4x4(azMatrix);
  329. AZ::Transform azTransform = AZ::Transform::CreateRotationY(AZ::Constants::HalfPi);
  330. AZ::Quaternion azQuaternionFromTransform = azTransform.GetRotation();
  331. AZ::Vector3 azVertexIn(0.1f, 0.0f, 0.0f);
  332. AZ::Vector3 azVertexOut = azQuaternion.TransformVector(azVertexIn);
  333. AZ::Vector3 emVertexOut = azQuaternionFromTransform.TransformVector(azVertexIn);
  334. bool same = AZVector3CompareClose(azVertexOut, emVertexOut, s_toleranceMedium);
  335. ASSERT_TRUE(same);
  336. }
  337. // Compare Quaternion made from Matrix Z
  338. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_FromMatrixZRot_Success)
  339. {
  340. AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateRotationZ(AZ::Constants::HalfPi);
  341. AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromMatrix4x4(azMatrix);
  342. AZ::Transform azTransform = AZ::Transform::CreateRotationZ(AZ::Constants::HalfPi);
  343. AZ::Quaternion azQuaternionFromTransform = azTransform.GetRotation();
  344. AZ::Vector3 azVertexIn(0.1f, 0.0f, 0.0f);
  345. AZ::Vector3 azVertexOut = azQuaternion.TransformVector(azVertexIn);
  346. AZ::Vector3 emVertexOut = azQuaternionFromTransform.TransformVector(azVertexIn);
  347. bool same = AZVector3CompareClose(azVertexOut, emVertexOut, s_toleranceMedium);
  348. ASSERT_TRUE(same);
  349. }
  350. // Compare Quaternion -> Matrix conversion
  351. // AZ - column major
  352. // Emfx - row major
  353. TEST_F(EmotionFXMathLibTests, AZQuaternionConversion_ToMatrix_Success)
  354. {
  355. AZ::Vector3 axis = AZ::Vector3(1.0f, 0.7f, 0.3f);
  356. axis.Normalize();
  357. AZ::Quaternion azQuaternion = AZ::Quaternion::CreateFromAxisAngle(axis, AZ::Constants::HalfPi);
  358. AZ::Matrix4x4 azMatrix = AZ::Matrix4x4::CreateFromQuaternion(azQuaternion);
  359. AZ::Transform azTransform = AZ::Transform::CreateFromQuaternionAndTranslation(azQuaternion, AZ::Vector3::CreateZero());
  360. bool same = true;
  361. AZ::Vector3 azTransformBasis[4];
  362. azTransform.GetBasisAndTranslation(&azTransformBasis[0], &azTransformBasis[1], &azTransformBasis[2], &azTransformBasis[3]);
  363. for (int i = 0; i < 3; ++i)
  364. {
  365. for (int j = 0; j < 4; ++j)
  366. {
  367. float emValue = azTransformBasis[j].GetElement(i);
  368. float azValue = azMatrix.GetElement(i, j);
  369. if (!AZ::IsClose(emValue, azValue, s_toleranceReallyLow))
  370. {
  371. same = false;
  372. break;
  373. }
  374. }
  375. if (!same)
  376. {
  377. break;
  378. }
  379. }
  380. ASSERT_TRUE(same);
  381. ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 0), 0.0f, s_toleranceReallyLow));
  382. ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 1), 0.0f, s_toleranceReallyLow));
  383. ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 2), 0.0f, s_toleranceReallyLow));
  384. ASSERT_TRUE(AZ::IsClose(azMatrix.GetElement(3, 3), 1.0f, s_toleranceReallyLow));
  385. }
  386. //////////////////////////////////////////////////////////////////
  387. // Skinning
  388. //////////////////////////////////////////////////////////////////
  389. TEST_F(EmotionFXMathLibTests, AZTransform_Skin_Success)
  390. {
  391. const AZ::Quaternion rotation(0.40f, 0.08f, 0.44f, 0.80f);
  392. const AZ::Vector3 translation(0.2f, 0.1f, -0.1f);
  393. const AZ::Matrix3x4 inMat = AZ::Matrix3x4::CreateFromQuaternionAndTranslation(rotation, translation);
  394. const AZ::Vector3 inPos(0.5f, 0.6f, 0.7f);
  395. const AZ::Vector3 inNormal(0.36f, -0.352f, 0.864f);
  396. AZ::Vector3 outPos = AZ::Vector3::CreateZero();
  397. AZ::Vector3 outNormal = AZ::Vector3::CreateZero();
  398. float weight = 0.123f;
  399. MCore::Skin(inMat, &inPos, &inNormal, &outPos, &outNormal, weight);
  400. EXPECT_TRUE(AZVector3CompareClose(outPos, 0.055596f, 0.032098f, 0.111349f, s_toleranceHigh));
  401. EXPECT_TRUE(AZVector3CompareClose(outNormal, 0.105288f, -0.039203f, 0.050066f, s_toleranceHigh));
  402. }
  403. TEST_F(EmotionFXMathLibTests, AZTransform_SkinWithTangent_Success)
  404. {
  405. const AZ::Quaternion rotation(0.72f, 0.48f, 0.24f, 0.44f);
  406. const AZ::Vector3 translation(0.3f, -0.2f, 0.2f);
  407. const AZ::Matrix3x4 inMat = AZ::Matrix3x4::CreateFromQuaternionAndTranslation(rotation, translation);
  408. const AZ::Vector3 inPos(0.4f, 0.7f, 0.4f);
  409. const AZ::Vector3 inNormal(0.096f, 0.36f, 0.928f);
  410. const AZ::Vector4 inTangent = AZ::Vector4::CreateFromVector3AndFloat(AZ::Vector3::CreateAxisX().Cross(inNormal).GetNormalized(), 0.8f);
  411. AZ::Vector3 outPos = AZ::Vector3::CreateZero();
  412. AZ::Vector3 outNormal = AZ::Vector3::CreateZero();
  413. AZ::Vector4 outTangent = AZ::Vector4::CreateZero();
  414. float weight = 0.234f;
  415. MCore::Skin(inMat, &inPos, &inNormal, &inTangent, &outPos, &outNormal, &outTangent, weight);
  416. EXPECT_TRUE(AZVector3CompareClose(outPos, 0.260395f, -0.024972f, 0.134559f, s_toleranceHigh));
  417. EXPECT_TRUE(AZVector3CompareClose(outNormal, 0.216733f, -0.080089f, -0.036997f, s_toleranceHigh));
  418. EXPECT_TRUE(AZVector3CompareClose(outTangent.GetAsVector3(), -0.039720f, -0.000963f, -0.230602f, s_toleranceHigh));
  419. EXPECT_NEAR(outTangent.GetW(), inTangent.GetW(), s_toleranceHigh);
  420. }
  421. TEST_F(EmotionFXMathLibTests, AZTransform_SkinWithTangentAndBitangent_Success)
  422. {
  423. const AZ::Quaternion rotation(0.72f, 0.64f, 0.12f, 0.24f);
  424. const AZ::Vector3 translation(0.1f, 0.2f, -0.1f);
  425. const AZ::Matrix3x4 inMat = AZ::Matrix3x4::CreateFromQuaternionAndTranslation(rotation, translation);
  426. const AZ::Vector3 inPos(0.2f, -0.3f, 0.5f);
  427. const AZ::Vector3 inNormal(0.768f, 0.024f, 0.64f);
  428. const AZ::Vector4 inTangent = AZ::Vector4::CreateFromVector3AndFloat(AZ::Vector3::CreateAxisX().Cross(inNormal).GetNormalized(), 0.6f);
  429. const AZ::Vector3 inBitangent = inNormal.Cross(inTangent.GetAsVector3());
  430. AZ::Vector3 outPos = AZ::Vector3::CreateZero();
  431. AZ::Vector3 outNormal = AZ::Vector3::CreateZero();
  432. AZ::Vector4 outTangent = AZ::Vector4::CreateZero();
  433. AZ::Vector3 outBitangent = AZ::Vector3::CreateZero();
  434. float weight = 0.345f;
  435. MCore::Skin(inMat, &inPos, &inNormal, &inTangent, &inBitangent, &outPos, &outNormal, &outTangent, &outBitangent, weight);
  436. EXPECT_TRUE(AZVector3CompareClose(outPos, 0.038364f, 0.110234f, -0.243101f, s_toleranceHigh));
  437. EXPECT_TRUE(AZVector3CompareClose(outNormal, 0.153412f, 0.216512f, -0.220482f, s_toleranceHigh));
  438. EXPECT_TRUE(AZVector3CompareClose(outTangent.GetAsVector3(), -0.291665f, 0.020134f, -0.183170f, s_toleranceHigh));
  439. EXPECT_NEAR(outTangent.GetW(), inTangent.GetW(), s_toleranceHigh);
  440. EXPECT_TRUE(AZVector3CompareClose(outBitangent, -0.102085f, 0.267847f, 0.191994f, s_toleranceHigh));
  441. }
  442. // Last test
  443. TEST_F(EmotionFXMathLibTests, LastTest)
  444. {
  445. ASSERT_TRUE(true);
  446. }