204 lines
5.7 KiB
C++
204 lines
5.7 KiB
C++
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2006, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#include <testQuatSetRotation.h>
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#include "ImathQuat.h"
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#include "ImathRandom.h"
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#include <iostream>
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#include <assert.h>
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using namespace std;
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using namespace IMATH_INTERNAL_NAMESPACE;
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namespace {
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void
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testRotation (const V3f &from, const V3f &to)
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{
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//
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// Build a quaternion.
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//
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Quatf Q;
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Q.setRotation (from, to);
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M44f M = Q.toMatrix44();
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//
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// Verify that the quaternion rotates vector from into vector to.
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//
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float e = 20 * limits<float>::epsilon();
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V3f fromM = from * M;
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V3f fromQ = from * Q;
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V3f t0 = to.normalized();
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V3f fM0 = fromM.normalized();
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V3f fQ0 = fromQ.normalized();
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assert (t0.equalWithAbsError (fM0, e));
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assert (t0.equalWithAbsError (fQ0, e));
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//
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// Verify that the rotation axis is the cross product of from and to.
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//
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V3f f0 = from.normalized();
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if (abs (f0 ^ t0) < 0.9)
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{
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V3f n0 = (from % to).normalized();
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V3f n0M = n0 * M;
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assert (n0.equalWithAbsError (n0M, e));
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}
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}
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void
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specificVectors ()
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{
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cout << " exact 90-degree rotations" << endl;
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testRotation (V3f (1, 0, 0), V3f (0, 1, 0));
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testRotation (V3f (1, 0, 0), V3f (0, 0, 1));
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testRotation (V3f (0, 1, 0), V3f (1, 0, 0));
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testRotation (V3f (0, 1, 0), V3f (0, 0, 1));
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testRotation (V3f (0, 0, 1), V3f (1, 0, 0));
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testRotation (V3f (0, 0, 1), V3f (0, 1, 0));
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cout << " exact zero-degree rotations" << endl;
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testRotation (V3f (1, 0, 0), V3f (1, 0, 0));
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testRotation (V3f (0, 1, 0), V3f (0, 1, 0));
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testRotation (V3f (0, 0, 1), V3f (0, 0, 1));
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testRotation (V3f (1, 2, 3), V3f (2, 4, 6));
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cout << " exact 180-degree rotations" << endl;
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testRotation (V3f (1, 0, 0), V3f (-1, 0, 0));
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testRotation (V3f (0, 1, 0), V3f (0, -1, 0));
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testRotation (V3f (0, 0, 1), V3f (0, 0, -1));
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testRotation (V3f (1, 2, 3), V3f (-2, -4, -6));
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testRotation (V3f (1, 3, 2), V3f (-2, -6, -4));
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testRotation (V3f (2, 1, 3), V3f (-4, -2, -6));
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testRotation (V3f (3, 1, 2), V3f (-6, -2, -4));
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testRotation (V3f (2, 3, 1), V3f (-4, -6, -2));
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testRotation (V3f (3, 2, 1), V3f (-6, -4, -2));
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cout << " other angles" << endl;
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testRotation (V3f (1, 2, 3), V3f (4, 5, 6));
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testRotation (V3f (1, 2, 3), V3f (4, 6, 5));
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testRotation (V3f (1, 2, 3), V3f (5, 4, 6));
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testRotation (V3f (1, 2, 3), V3f (6, 4, 5));
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testRotation (V3f (1, 2, 3), V3f (5, 6, 4));
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testRotation (V3f (1, 2, 3), V3f (6, 5, 4));
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testRotation (V3f (1, 2, 3), V3f (-4, -5, -6));
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testRotation (V3f (1, 2, 3), V3f (-4, -6, -5));
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testRotation (V3f (1, 2, 3), V3f (-5, -4, -6));
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testRotation (V3f (1, 2, 3), V3f (-6, -4, -5));
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testRotation (V3f (1, 2, 3), V3f (-5, -6, -4));
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testRotation (V3f (1, 2, 3), V3f (-6, -5, -4));
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}
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void
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randomVectors ()
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{
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cout << " random from and to vectors" << endl;
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Rand48 rand (17);
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for (int i = 0; i < 500000; ++i)
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{
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V3f from = hollowSphereRand<V3f> (rand) * rand.nextf (0.1, 10.0);
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V3f to = hollowSphereRand<V3f> (rand) * rand.nextf (0.1, 10.0);
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testRotation (from, to);
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}
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}
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void
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nearlyEqualVectors ()
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{
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cout << " nearly equal from and to vectors" << endl;
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Rand48 rand (19);
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float e = 100 * limits<float>::epsilon();
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for (int i = 0; i < 500000; ++i)
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{
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V3f from = hollowSphereRand<V3f> (rand);
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V3f to = from + e * hollowSphereRand<V3f> (rand);
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testRotation (from, to);
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}
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}
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void
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nearlyOppositeVectors ()
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{
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cout << " nearly opposite from and to vectors" << endl;
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Rand48 rand (19);
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float e = 100 * limits<float>::epsilon();
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for (int i = 0; i < 500000; ++i)
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{
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V3f from = hollowSphereRand<V3f> (rand);
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V3f to = -from + e * hollowSphereRand<V3f> (rand);
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testRotation (from, to);
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}
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}
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} // namespace
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void
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testQuatSetRotation ()
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{
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cout << "Testing quaternion rotations" << endl;
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specificVectors();
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randomVectors();
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nearlyEqualVectors();
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nearlyOppositeVectors();
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cout << "ok\n" << endl;
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}
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