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UnrealEngine/Engine/Source/Programs/HeadlessChaos/Private/HeadlessChaosTestMostOpposing.cpp
2025-05-18 13:04:45 +08:00

382 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "HeadlessChaosTestMostOpposing.h"
#include "HeadlessChaos.h"
#include "HeadlessChaosTestUtility.h"
#include "Chaos/TriangleMeshImplicitObject.h"
#include "Chaos/ImplicitObjectScaled.h"
#include "Chaos/Convex.h"
namespace ChaosTest
{
using namespace Chaos;
/*We want to test the following:
- Correct face index simple case
- Correct face on shared edge
*/
void TrimeshMostOpposing()
{
{
FReal Time;
FVec3 Position;
FVec3 Normal;
TArray<uint16> DummyMaterials;
int32 FaceIndex;
FTriangleMeshImplicitObject::ParticlesType Particles;
Particles.AddParticles(6);
Particles.SetX(0, FVec3(1, 1, 1));
Particles.SetX(1, FVec3(5, 1, 1));
Particles.SetX(2, FVec3(1, 5, 1));
Particles.SetX(3, FVec3(1, 1, 1));
Particles.SetX(4, FVec3(1, 5, 1));
Particles.SetX(5, FVec3(1, 1, -5));
TArray<TVec3<int32>> Indices;
Indices.Emplace(0, 1, 2);
Indices.Emplace(3, 4, 5);
FTriangleMeshImplicitObject Tri(MoveTemp(Particles), MoveTemp(Indices), MoveTemp(DummyMaterials));
//simple into the triangle
bool bHit = Tri.Raycast(FVec3(3, 2, 2), FVec3(0, 0, -1), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(Tri.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01), 0);
EXPECT_EQ(Tri.GetFaceNormal(0).X, Normal.X);
EXPECT_EQ(Tri.GetFaceNormal(0).Y, Normal.Y);
EXPECT_EQ(Tri.GetFaceNormal(0).Z, Normal.Z);
//simple into second triangle
bHit = Tri.Raycast(FVec3(0, 2, 0), FVec3(1, 0, 0), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, 1);
EXPECT_EQ(Tri.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1);
const FVec3 FaceNormal = Tri.GetFaceNormal(1);
EXPECT_EQ(FaceNormal.X, Normal.X);
EXPECT_EQ(FaceNormal.Y, Normal.Y);
EXPECT_EQ(FaceNormal.Z, Normal.Z);
//very close to edge, for now just return face hit regardless of direction because that's the implementation we currently rely on.
//todo: inconsistent with hulls, should make them the same, but may have significant impact on existing content
bHit = Tri.Raycast(FVec3(0, 2, 0.9), FVec3(1, 0, 0), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, 1);
EXPECT_EQ(Tri.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1);
EXPECT_EQ(Tri.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01), 1); //ignores direction completely as per current implementation
}
// Non-uniform scale (Actual bug regression test)
{
// 4 triangles
FTriangleMeshImplicitObject::ParticlesType Particles;
Particles.AddParticles(12);
// in z-y plane
Particles.SetX(0, FVec3(0, 0, 0));
Particles.SetX(1, FVec3(0, 1, 0));
Particles.SetX(2, FVec3(0, 0, 1));
// In x-z plane
Particles.SetX(3, FVec3(0, 0, 0));
Particles.SetX(4, FVec3(1, 0, 0));
Particles.SetX(5, FVec3(0, 0, 1));
// In x-y plane
Particles.SetX(6, FVec3(0, 0, 0));
Particles.SetX(7, FVec3(1, 0, 0));
Particles.SetX(8, FVec3(0, 1, 0));
// One 45 degree slanted triangle
Particles.SetX(9, FVec3(1, 0, 0));
Particles.SetX(10, FVec3(1, 1, 0));
Particles.SetX(11, FVec3(0, 0, 1));
TArray<TVec3<int32>> Indices;
Indices.Emplace(0, 1, 2);
Indices.Emplace(3, 4, 5);
Indices.Emplace(6, 7, 8);
Indices.Emplace(9, 10, 11);
TArray<uint16> DummyMaterials;
FImplicitObjectPtr Tri( new FTriangleMeshImplicitObject(MoveTemp(Particles), MoveTemp(Indices), MoveTemp(DummyMaterials)));
// Using typical non uniform scale values
//const FVec3 Scale(10, 1, 0.1);
const FVec3 Scale(10, 1, 0.1);
TImplicitObjectScaledGeneric<FReal, 3> ScaledTri(Tri, Scale);
FVec3 OpposeSlantedFace = (FVec3(-1, 0, -1)/Scale).GetSafeNormal(); // Note we are transforming a normal here.
EXPECT_NEAR(FVec3::DotProduct(OpposeSlantedFace, FVec3(Scale.Z, 0, Scale.X).GetSafeNormal()), -1.0f, KINDA_SMALL_NUMBER); // Check if OpposeSlantedFace opposes the slanted plane
// We should hit the slanted face, since we are directly opposing it
EXPECT_EQ(ScaledTri.FindMostOpposingFace(FVec3(0, 0, 0), OpposeSlantedFace, INDEX_NONE, 100.0), 3);
// Now modify the test vector just a bit
FVec3 OpposeSlantedFaceNotExactlyOrthogonal = FVec3(OpposeSlantedFace.X*3.0f, OpposeSlantedFace.Y, OpposeSlantedFace.Z).GetSafeNormal();
// We should not get the triangle in the y-z plane (should still be the slanted plane)
// Check that the slanted triangle (3) is more apposing than the y-z triangle (0)
EXPECT_GT(FVec3::DotProduct(OpposeSlantedFaceNotExactlyOrthogonal, FVec3(-1, 0, 0)), FVec3::DotProduct(OpposeSlantedFaceNotExactlyOrthogonal, -OpposeSlantedFace));
EXPECT_NE(ScaledTri.FindMostOpposingFace(FVec3(0, 0, 0), OpposeSlantedFaceNotExactlyOrthogonal, INDEX_NONE, 100.0), 0);
// Now check mirroring cases:
FVec3 MirrorScale(1, -1, 1);
TImplicitObjectScaledGeneric<FReal, 3> MirTri(Tri, MirrorScale);
EXPECT_EQ(MirTri.FindMostOpposingFace(FVec3(0, 0, 0), FVec3(0,0,-1), INDEX_NONE, 100.0), 2);
// Note: Switching to FindMostOpposingFaceScaled version instead of using wrapper class
MirrorScale = FVec3(-1, 1, 1);
EXPECT_EQ(Tri->FindMostOpposingFaceScaled(FVec3(0, 0, 0), FVec3(0, 0, -1), INDEX_NONE, 100.0, MirrorScale), 2);
MirrorScale = FVec3(1, 1, -1);
EXPECT_EQ(Tri->FindMostOpposingFaceScaled(FVec3(0, 0, 0), FVec3(0, 0, 1), INDEX_NONE, 100.0, MirrorScale), 2);
MirrorScale = FVec3(-1, -1, -1);
EXPECT_EQ(Tri->FindMostOpposingFaceScaled(FVec3(0, 0, 0), FVec3(0, 0, 1), INDEX_NONE, 100.0, MirrorScale), 2);
MirrorScale = FVec3(-1, -1, 1);
EXPECT_EQ(Tri->FindMostOpposingFaceScaled(FVec3(0, 0, 0), FVec3(0, 0, -1), INDEX_NONE, 100.0, MirrorScale), 2);
}
// Simple Non-uniform scale (Actual bug regression test)
{
// 2 triangles
FTriangleMeshImplicitObject::ParticlesType Particles;
Particles.AddParticles(6);
// in z-y plane
Particles.SetX(0, FVec3(0, 0, 0));
Particles.SetX(1, FVec3(0, 100, 0));
Particles.SetX(2, FVec3(0, 0, 100));
// In x-z plane
Particles.SetX(3, FVec3(0, 0, 0));
Particles.SetX(4, FVec3(100, 0, 0));
Particles.SetX(5, FVec3(0, 0, 100));
TArray<TVec3<int32>> Indices;
Indices.Emplace(0, 1, 2);
Indices.Emplace(3, 4, 5);
TArray<uint16> DummyMaterials;
FImplicitObjectPtr Tri( new FTriangleMeshImplicitObject(MoveTemp(Particles), MoveTemp(Indices), MoveTemp(DummyMaterials)));
const FVec3 Scale(10, 1, 1);
TImplicitObjectScaledGeneric<FReal, 3> ScaledTri(Tri, Scale);
// Make sure we find the correct face when at 200 units away from origin on x-axes. The scaling will ensure that the point is on the face. using 1 unit search distance
EXPECT_EQ(ScaledTri.FindMostOpposingFace(FVec3(200, 0, 0), FVec3(0,1,0), INDEX_NONE, 1.0f), 1);
// Change direction and increase search distance, to hit other face
EXPECT_EQ(ScaledTri.FindMostOpposingFace(FVec3(200, 0, 0), FVec3(-1, 0, 0), INDEX_NONE, 201.0f), 0);
// Reduce search distance so that we don't hit the best face
EXPECT_EQ(ScaledTri.FindMostOpposingFace(FVec3(200, 0, 0), FVec3(-1, 0, 0), INDEX_NONE, 199.0f), 1);
}
}
void ConvexMostOpposing()
{
FReal Time;
FVec3 Position;
FVec3 Normal;
int32 FaceIndex;
TArray<FConvex::FVec3Type> Particles;
Particles.SetNum(6);
Particles[0] = { 1, 1, 1 };
Particles[1] = { 5, 1, 1 };
Particles[2] = { 1, 5, 1 };
Particles[3] = { 1, 1, 1 };
Particles[4] = { 1, 5, 1 };
Particles[5] = { 1, 1, -5};
FConvex Convex(MoveTemp(Particles), 0.0f);
//simple into the triangle
bool bHit = Convex.Raycast(FVec3(3, 2, 2), FVec3(0, 0, -1), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_FLOAT_EQ(Time, 1);
EXPECT_FLOAT_EQ(Position.X, 3);
EXPECT_FLOAT_EQ(Position.Y, 2);
EXPECT_FLOAT_EQ(Position.Z, 1);
EXPECT_EQ(FaceIndex, INDEX_NONE); //convex should not compute its own face index as this is too expensive
EXPECT_EQ(Convex.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01 + SMALL_NUMBER), 0); //front face, just so happens that convex hull generates the planes in this order
//simple into second triangle
bHit = Convex.Raycast(FVec3(0, 2, 0), FVec3(1, 0, 0), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_FLOAT_EQ(Time, 1);
EXPECT_FLOAT_EQ(Position.X, 1);
EXPECT_FLOAT_EQ(Position.Y, 2);
EXPECT_FLOAT_EQ(Position.Z, 0);
EXPECT_EQ(FaceIndex, INDEX_NONE); //convex should not compute its own face index as this is too expensive
EXPECT_EQ(Convex.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 3); //side face, just so happens that convex hull generates the planes in this order
bHit = Convex.Raycast(FVec3(0, 2, 0.99), FVec3(1, 0, 0), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, INDEX_NONE);
EXPECT_EQ(Convex.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01 + SMALL_NUMBER), 3);
EXPECT_EQ(Convex.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01 + SMALL_NUMBER), 0);
//again but far enough away from edge
bHit = Convex.Raycast(FVec3(0, 2, 0.9), FVec3(1, 0, 0), 2, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, INDEX_NONE);
EXPECT_EQ(Convex.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01 + SMALL_NUMBER), 3);
EXPECT_EQ(Convex.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01 + SMALL_NUMBER), 3); //too far to care about other face
}
void ScaledMostOpposing()
{
FReal Time;
FVec3 Position;
FVec3 Normal;
int32 FaceIndex;
TArray<FConvex::FVec3Type> Particles;
Particles.SetNum(6);
Particles[0] = { 0, -1, 1 };
Particles[1] = { 1, -1, -1 };
Particles[2] = { 0, 1, 1 };
Particles[3] = { 0, -1, 1 };
Particles[4] = { 0, 1, 1 };
Particles[5] = { -1, -1, -1 };
Chaos::FImplicitObjectPtr Convex(new FConvex(MoveTemp(Particles), 0.0f));
//identity scale
{
TImplicitObjectScaledGeneric<FReal, 3> Scaled(Convex, FVec3(1, 1, 1));
//simple into the triangle
bool bHit = Scaled.Raycast(FVec3(0.5, 0, 2), FVec3(0, 0, -1), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(Position.X, 0.5);
EXPECT_EQ(Position.Y, 0);
EXPECT_EQ(Position.Z, 2 - Time);
EXPECT_EQ(FaceIndex, INDEX_NONE); //convex should not compute its own face index as this is too expensive
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01), 0); //x+ face, just so happens that convex hull generates the planes in this order
//simple into second triangle
bHit = Scaled.Raycast(FVec3(-2, 0, 0.5), FVec3(1, 0, 0), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(Position.X, -2+Time);
EXPECT_EQ(Position.Y, 0);
EXPECT_EQ(Position.Z, 0.5);
EXPECT_EQ(FaceIndex, INDEX_NONE); //convex should not compute its own face index as this is too expensive
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1); //x- face, just so happens that convex hull generates the planes in this order
bHit = Scaled.Raycast(FVec3(-0.001, 0, 2), FVec3(0, 0, -1), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, INDEX_NONE);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(-1, 0, 0), FaceIndex, 0.01), 0);
//again but far enough away from edge
bHit = Scaled.Raycast(FVec3(-0.1, 0, 2), FVec3(0, 0, -1), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, INDEX_NONE);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(-1, 0, 0), FaceIndex, 0.01), 1); //too far to care about other face
}
//non-uniform scale
{
TImplicitObjectScaledGeneric<FReal, 3> Scaled(Convex, FVec3(2, 1, 1));
//simple into the triangle
bool bHit = Scaled.Raycast(FVec3(0.5, 0, 2), FVec3(0, 0, -1), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(Position.X, 0.5);
EXPECT_EQ(Position.Y, 0);
EXPECT_EQ(Position.Z, 2 - Time);
EXPECT_EQ(FaceIndex, INDEX_NONE); //convex should not compute its own face index as this is too expensive
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(0, 0, -1), FaceIndex, 0.01), 0); //x+ face, just so happens that convex hull generates the planes in this order
//simple into second triangle
bHit = Scaled.Raycast(FVec3(-2, 0, 0.5), FVec3(1, 0, 0), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(Position.X, -2 + Time);
EXPECT_EQ(Position.Y, 0);
EXPECT_EQ(Position.Z, 0.5);
EXPECT_EQ(FaceIndex, INDEX_NONE); //convex should not compute its own face index as this is too expensive
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1); //x- face, just so happens that convex hull generates the planes in this order
bHit = Scaled.Raycast(FVec3(-0.001, 0, 2), FVec3(0, 0, -1), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, INDEX_NONE);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(-1, 0, 0), FaceIndex, 0.01), 0);
//again but far enough away from edge
bHit = Scaled.Raycast(FVec3(-0.1, 0, 2), FVec3(0, 0, -1), 3, 0, Time, Position, Normal, FaceIndex);
EXPECT_TRUE(bHit);
EXPECT_EQ(FaceIndex, INDEX_NONE);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(1, 0, 0), FaceIndex, 0.01), 1);
EXPECT_EQ(Scaled.FindMostOpposingFace(Position, FVec3(-1, 0, 0), FaceIndex, 0.01), 1); //too far to care about other face
}
// Reflection
{
// Reflecting in x-z plane should return the same face as not reflecting (in this particular case)
const FVec3 ReflectionScale = FVec3(1, -1, 1);
const int32 ReflectionFace = Convex->FindMostOpposingFaceScaled(FVec3(0, 0, 0), FVec3(-2, 0, -1).GetSafeNormal(), INDEX_NONE, 1000.0f, ReflectionScale);
const int32 NoReflectionFace = Convex->FindMostOpposingFace(FVec3(0, 0, 0), FVec3(-2, 0, -1).GetSafeNormal(), INDEX_NONE, 1000.0f);
EXPECT_EQ(NoReflectionFace, ReflectionFace);
}
}
// Unscaled test to accompany TestConvexBox_Scaled. See comments on that function
// This test has always passed whereas TestConvexBox_Scaled used to fail.
GTEST_TEST(FindMostOpposingFaceTests, TestConvexBox_Unsccaled)
{
const FVec3 BoxScale = FVec3(10, 5, 1);
const FVec3 BoxSize = FVec3(100, 100, 100);
const FReal Margin = 0;
FImplicitConvex3 Box = CreateConvexBox(BoxSize * BoxScale, Margin);
// Position is not important in this test as all faces are within TestDistance of TestPosition
const FVec3 TestPos = FVec3(0, 0, 0);
const FReal TestDistance = 10000.0f;
// Pointing mostly left to select the right-facing face. If we transform this normal into unscaled space and
// call FindMostOpposingFace on the core convex, it would incorrectly select the up-facing face.
const FVec3 TestDir = FVec3(-1.0, 0, -0.5).GetSafeNormal();
int32 FaceIndex = Box.FindMostOpposingFace(TestPos, TestDir, INDEX_NONE, TestDistance);
const FVec3 FaceNormal = Box.GetPlane(FaceIndex).Normal();
EXPECT_NEAR(FaceNormal.X, 1.0f, KINDA_SMALL_NUMBER);
EXPECT_NEAR(FaceNormal.Z, 0.0f, KINDA_SMALL_NUMBER);
}
// FindMostOpposingFace on Scaled Convex Box
// NOTE: Box faces normals are not affected by scale though the face positions are
// This tests for a specific bug: TImplicitObjectScaled::FindMostOpposingFace was calling
// onto FConvex::FindMostOpposingFace with a corrected normal, but this does not work - we
// actually need to perform the most-opposing test in scaled space.
GTEST_TEST(FindMostOpposingFaceTests, TestConvexBox_Scaled)
{
const FVec3 BoxScale = FVec3(10, 5, 1);
const FVec3 BoxSize = FVec3(100, 100, 100);
const FReal Margin = 0;
TImplicitObjectScaled<FImplicitConvex3> Box = CreateScaledConvexBox(BoxSize, BoxScale, Margin);
// Position is not important in this test as all faces are within TestDistance of TestPosition
const FVec3 TestPos = FVec3(0, 0, 0);
const FReal TestDistance = 10000.0f;
// Pointing mostly left to select the right-facing face. If we transform this normal into unscaled space and
// call FindMostOpposingFace on the core convex, it would incorrectly select the up-facing face.
const FVec3 TestDir = FVec3(-1.0, 0, -0.5).GetSafeNormal();
int32 FaceIndex = Box.FindMostOpposingFace(TestPos, TestDir, INDEX_NONE, TestDistance);
const FVec3 FaceNormal = Box.GetPlane(FaceIndex).Normal();
EXPECT_NEAR(FaceNormal.X, 1.0f, KINDA_SMALL_NUMBER);
EXPECT_NEAR(FaceNormal.Z, 0.0f, KINDA_SMALL_NUMBER);
}
}