1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
|
/**************************************************************************/
/* test_quaternion.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_QUATERNION_H
#define TEST_QUATERNION_H
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "core/math/quaternion.h"
#include "core/math/vector3.h"
#include "tests/test_macros.h"
namespace TestQuaternion {
Quaternion quat_euler_yxz_deg(Vector3 angle) {
double yaw = Math::deg_to_rad(angle[1]);
double pitch = Math::deg_to_rad(angle[0]);
double roll = Math::deg_to_rad(angle[2]);
// Generate YXZ (Z-then-X-then-Y) Quaternion using single-axis Euler
// constructor and quaternion product, both tested separately.
Quaternion q_y = Quaternion::from_euler(Vector3(0.0, yaw, 0.0));
Quaternion q_p = Quaternion::from_euler(Vector3(pitch, 0.0, 0.0));
Quaternion q_r = Quaternion::from_euler(Vector3(0.0, 0.0, roll));
// Roll-Z is followed by Pitch-X, then Yaw-Y.
Quaternion q_yxz = q_y * q_p * q_r;
return q_yxz;
}
TEST_CASE("[Quaternion] Default Construct") {
Quaternion q;
CHECK(q[0] == 0.0);
CHECK(q[1] == 0.0);
CHECK(q[2] == 0.0);
CHECK(q[3] == 1.0);
}
TEST_CASE("[Quaternion] Construct x,y,z,w") {
// Values are taken from actual use in another project & are valid (except roundoff error).
Quaternion q(0.2391, 0.099, 0.3696, 0.8924);
CHECK(q[0] == doctest::Approx(0.2391));
CHECK(q[1] == doctest::Approx(0.099));
CHECK(q[2] == doctest::Approx(0.3696));
CHECK(q[3] == doctest::Approx(0.8924));
}
TEST_CASE("[Quaternion] Construct AxisAngle 1") {
// Easy to visualize: 120 deg about X-axis.
Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg_to_rad(120.0));
// 0.866 isn't close enough; doctest::Approx doesn't cut much slack!
CHECK(q[0] == doctest::Approx(0.866025)); // Sine of half the angle.
CHECK(q[1] == doctest::Approx(0.0));
CHECK(q[2] == doctest::Approx(0.0));
CHECK(q[3] == doctest::Approx(0.5)); // Cosine of half the angle.
}
TEST_CASE("[Quaternion] Construct AxisAngle 2") {
// Easy to visualize: 30 deg about Y-axis.
Quaternion q(Vector3(0.0, 1.0, 0.0), Math::deg_to_rad(30.0));
CHECK(q[0] == doctest::Approx(0.0));
CHECK(q[1] == doctest::Approx(0.258819)); // Sine of half the angle.
CHECK(q[2] == doctest::Approx(0.0));
CHECK(q[3] == doctest::Approx(0.965926)); // Cosine of half the angle.
}
TEST_CASE("[Quaternion] Construct AxisAngle 3") {
// Easy to visualize: 60 deg about Z-axis.
Quaternion q(Vector3(0.0, 0.0, 1.0), Math::deg_to_rad(60.0));
CHECK(q[0] == doctest::Approx(0.0));
CHECK(q[1] == doctest::Approx(0.0));
CHECK(q[2] == doctest::Approx(0.5)); // Sine of half the angle.
CHECK(q[3] == doctest::Approx(0.866025)); // Cosine of half the angle.
}
TEST_CASE("[Quaternion] Construct AxisAngle 4") {
// More complex & hard to visualize, so test w/ data from online calculator.
Vector3 axis(1.0, 2.0, 0.5);
Quaternion q(axis.normalized(), Math::deg_to_rad(35.0));
CHECK(q[0] == doctest::Approx(0.131239));
CHECK(q[1] == doctest::Approx(0.262478));
CHECK(q[2] == doctest::Approx(0.0656194));
CHECK(q[3] == doctest::Approx(0.953717));
}
TEST_CASE("[Quaternion] Construct from Quaternion") {
Vector3 axis(1.0, 2.0, 0.5);
Quaternion q_src(axis.normalized(), Math::deg_to_rad(35.0));
Quaternion q(q_src);
CHECK(q[0] == doctest::Approx(0.131239));
CHECK(q[1] == doctest::Approx(0.262478));
CHECK(q[2] == doctest::Approx(0.0656194));
CHECK(q[3] == doctest::Approx(0.953717));
}
TEST_CASE("[Quaternion] Construct Euler SingleAxis") {
double yaw = Math::deg_to_rad(45.0);
double pitch = Math::deg_to_rad(30.0);
double roll = Math::deg_to_rad(10.0);
Vector3 euler_y(0.0, yaw, 0.0);
Quaternion q_y = Quaternion::from_euler(euler_y);
CHECK(q_y[0] == doctest::Approx(0.0));
CHECK(q_y[1] == doctest::Approx(0.382684));
CHECK(q_y[2] == doctest::Approx(0.0));
CHECK(q_y[3] == doctest::Approx(0.923879));
Vector3 euler_p(pitch, 0.0, 0.0);
Quaternion q_p = Quaternion::from_euler(euler_p);
CHECK(q_p[0] == doctest::Approx(0.258819));
CHECK(q_p[1] == doctest::Approx(0.0));
CHECK(q_p[2] == doctest::Approx(0.0));
CHECK(q_p[3] == doctest::Approx(0.965926));
Vector3 euler_r(0.0, 0.0, roll);
Quaternion q_r = Quaternion::from_euler(euler_r);
CHECK(q_r[0] == doctest::Approx(0.0));
CHECK(q_r[1] == doctest::Approx(0.0));
CHECK(q_r[2] == doctest::Approx(0.0871558));
CHECK(q_r[3] == doctest::Approx(0.996195));
}
TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
double yaw = Math::deg_to_rad(45.0);
double pitch = Math::deg_to_rad(30.0);
double roll = Math::deg_to_rad(10.0);
// Generate YXZ comparison data (Z-then-X-then-Y) using single-axis Euler
// constructor and quaternion product, both tested separately.
Vector3 euler_y(0.0, yaw, 0.0);
Quaternion q_y = Quaternion::from_euler(euler_y);
Vector3 euler_p(pitch, 0.0, 0.0);
Quaternion q_p = Quaternion::from_euler(euler_p);
Vector3 euler_r(0.0, 0.0, roll);
Quaternion q_r = Quaternion::from_euler(euler_r);
// Instrinsically, Yaw-Y then Pitch-X then Roll-Z.
// Extrinsically, Roll-Z is followed by Pitch-X, then Yaw-Y.
Quaternion check_yxz = q_y * q_p * q_r;
// Test construction from YXZ Euler angles.
Vector3 euler_yxz(pitch, yaw, roll);
Quaternion q = Quaternion::from_euler(euler_yxz);
CHECK(q[0] == doctest::Approx(check_yxz[0]));
CHECK(q[1] == doctest::Approx(check_yxz[1]));
CHECK(q[2] == doctest::Approx(check_yxz[2]));
CHECK(q[3] == doctest::Approx(check_yxz[3]));
CHECK(q.is_equal_approx(check_yxz));
CHECK(q.get_euler().is_equal_approx(euler_yxz));
CHECK(check_yxz.get_euler().is_equal_approx(euler_yxz));
}
TEST_CASE("[Quaternion] Construct Basis Euler") {
double yaw = Math::deg_to_rad(45.0);
double pitch = Math::deg_to_rad(30.0);
double roll = Math::deg_to_rad(10.0);
Vector3 euler_yxz(pitch, yaw, roll);
Quaternion q_yxz = Quaternion::from_euler(euler_yxz);
Basis basis_axes = Basis::from_euler(euler_yxz);
Quaternion q(basis_axes);
CHECK(q.is_equal_approx(q_yxz));
}
TEST_CASE("[Quaternion] Construct Basis Axes") {
// Arbitrary Euler angles.
Vector3 euler_yxz(Math::deg_to_rad(31.41), Math::deg_to_rad(-49.16), Math::deg_to_rad(12.34));
// Basis vectors from online calculation of rotation matrix.
Vector3 i_unit(0.5545787, 0.1823950, 0.8118957);
Vector3 j_unit(-0.5249245, 0.8337420, 0.1712555);
Vector3 k_unit(-0.6456754, -0.5211586, 0.5581192);
// Quaternion from online calculation.
Quaternion q_calc(0.2016913, -0.4245716, 0.206033, 0.8582598);
// Quaternion from local calculation.
Quaternion q_local = quat_euler_yxz_deg(Vector3(31.41, -49.16, 12.34));
// Quaternion from Euler angles constructor.
Quaternion q_euler = Quaternion::from_euler(euler_yxz);
CHECK(q_calc.is_equal_approx(q_local));
CHECK(q_local.is_equal_approx(q_euler));
// Calculate Basis and construct Quaternion.
// When this is written, C++ Basis class does not construct from basis vectors.
// This is by design, but may be subject to change.
// Workaround by constructing Basis from Euler angles.
// basis_axes = Basis(i_unit, j_unit, k_unit);
Basis basis_axes = Basis::from_euler(euler_yxz);
Quaternion q(basis_axes);
CHECK(basis_axes.get_column(0).is_equal_approx(i_unit));
CHECK(basis_axes.get_column(1).is_equal_approx(j_unit));
CHECK(basis_axes.get_column(2).is_equal_approx(k_unit));
CHECK(q.is_equal_approx(q_calc));
CHECK_FALSE(q.inverse().is_equal_approx(q_calc));
CHECK(q.is_equal_approx(q_local));
CHECK(q.is_equal_approx(q_euler));
CHECK(q[0] == doctest::Approx(0.2016913));
CHECK(q[1] == doctest::Approx(-0.4245716));
CHECK(q[2] == doctest::Approx(0.206033));
CHECK(q[3] == doctest::Approx(0.8582598));
}
TEST_CASE("[Quaternion] Get Euler Orders") {
double x = Math::deg_to_rad(30.0);
double y = Math::deg_to_rad(45.0);
double z = Math::deg_to_rad(10.0);
Vector3 euler(x, y, z);
for (int i = 0; i < 6; i++) {
EulerOrder order = (EulerOrder)i;
Basis basis = Basis::from_euler(euler, order);
Quaternion q = Quaternion(basis);
Vector3 check = q.get_euler(order);
CHECK_MESSAGE(check.is_equal_approx(euler),
"Quaternion get_euler method should return the original angles.");
CHECK_MESSAGE(check.is_equal_approx(basis.get_euler(order)),
"Quaternion get_euler method should behave the same as Basis get_euler.");
}
}
TEST_CASE("[Quaternion] Product (book)") {
// Example from "Quaternions and Rotation Sequences" by Jack Kuipers, p. 108.
Quaternion p(1.0, -2.0, 1.0, 3.0);
Quaternion q(-1.0, 2.0, 3.0, 2.0);
Quaternion pq = p * q;
CHECK(pq[0] == doctest::Approx(-9.0));
CHECK(pq[1] == doctest::Approx(-2.0));
CHECK(pq[2] == doctest::Approx(11.0));
CHECK(pq[3] == doctest::Approx(8.0));
}
TEST_CASE("[Quaternion] Product") {
double yaw = Math::deg_to_rad(45.0);
double pitch = Math::deg_to_rad(30.0);
double roll = Math::deg_to_rad(10.0);
Vector3 euler_y(0.0, yaw, 0.0);
Quaternion q_y = Quaternion::from_euler(euler_y);
CHECK(q_y[0] == doctest::Approx(0.0));
CHECK(q_y[1] == doctest::Approx(0.382684));
CHECK(q_y[2] == doctest::Approx(0.0));
CHECK(q_y[3] == doctest::Approx(0.923879));
Vector3 euler_p(pitch, 0.0, 0.0);
Quaternion q_p = Quaternion::from_euler(euler_p);
CHECK(q_p[0] == doctest::Approx(0.258819));
CHECK(q_p[1] == doctest::Approx(0.0));
CHECK(q_p[2] == doctest::Approx(0.0));
CHECK(q_p[3] == doctest::Approx(0.965926));
Vector3 euler_r(0.0, 0.0, roll);
Quaternion q_r = Quaternion::from_euler(euler_r);
CHECK(q_r[0] == doctest::Approx(0.0));
CHECK(q_r[1] == doctest::Approx(0.0));
CHECK(q_r[2] == doctest::Approx(0.0871558));
CHECK(q_r[3] == doctest::Approx(0.996195));
// Test ZYX dynamic-axes since test data is available online.
// Rotate first about X axis, then new Y axis, then new Z axis.
// (Godot uses YXZ Yaw-Pitch-Roll order).
Quaternion q_yp = q_y * q_p;
CHECK(q_yp[0] == doctest::Approx(0.239118));
CHECK(q_yp[1] == doctest::Approx(0.369644));
CHECK(q_yp[2] == doctest::Approx(-0.099046));
CHECK(q_yp[3] == doctest::Approx(0.892399));
Quaternion q_ryp = q_r * q_yp;
CHECK(q_ryp[0] == doctest::Approx(0.205991));
CHECK(q_ryp[1] == doctest::Approx(0.389078));
CHECK(q_ryp[2] == doctest::Approx(-0.0208912));
CHECK(q_ryp[3] == doctest::Approx(0.897636));
}
TEST_CASE("[Quaternion] xform unit vectors") {
// Easy to visualize: 120 deg about X-axis.
// Transform the i, j, & k unit vectors.
Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg_to_rad(120.0));
Vector3 i_t = q.xform(Vector3(1.0, 0.0, 0.0));
Vector3 j_t = q.xform(Vector3(0.0, 1.0, 0.0));
Vector3 k_t = q.xform(Vector3(0.0, 0.0, 1.0));
//
CHECK(i_t.is_equal_approx(Vector3(1.0, 0.0, 0.0)));
CHECK(j_t.is_equal_approx(Vector3(0.0, -0.5, 0.866025)));
CHECK(k_t.is_equal_approx(Vector3(0.0, -0.866025, -0.5)));
CHECK(i_t.length_squared() == doctest::Approx(1.0));
CHECK(j_t.length_squared() == doctest::Approx(1.0));
CHECK(k_t.length_squared() == doctest::Approx(1.0));
// Easy to visualize: 30 deg about Y-axis.
q = Quaternion(Vector3(0.0, 1.0, 0.0), Math::deg_to_rad(30.0));
i_t = q.xform(Vector3(1.0, 0.0, 0.0));
j_t = q.xform(Vector3(0.0, 1.0, 0.0));
k_t = q.xform(Vector3(0.0, 0.0, 1.0));
//
CHECK(i_t.is_equal_approx(Vector3(0.866025, 0.0, -0.5)));
CHECK(j_t.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
CHECK(k_t.is_equal_approx(Vector3(0.5, 0.0, 0.866025)));
CHECK(i_t.length_squared() == doctest::Approx(1.0));
CHECK(j_t.length_squared() == doctest::Approx(1.0));
CHECK(k_t.length_squared() == doctest::Approx(1.0));
// Easy to visualize: 60 deg about Z-axis.
q = Quaternion(Vector3(0.0, 0.0, 1.0), Math::deg_to_rad(60.0));
i_t = q.xform(Vector3(1.0, 0.0, 0.0));
j_t = q.xform(Vector3(0.0, 1.0, 0.0));
k_t = q.xform(Vector3(0.0, 0.0, 1.0));
//
CHECK(i_t.is_equal_approx(Vector3(0.5, 0.866025, 0.0)));
CHECK(j_t.is_equal_approx(Vector3(-0.866025, 0.5, 0.0)));
CHECK(k_t.is_equal_approx(Vector3(0.0, 0.0, 1.0)));
CHECK(i_t.length_squared() == doctest::Approx(1.0));
CHECK(j_t.length_squared() == doctest::Approx(1.0));
CHECK(k_t.length_squared() == doctest::Approx(1.0));
}
TEST_CASE("[Quaternion] xform vector") {
// Arbitrary quaternion rotates an arbitrary vector.
Vector3 euler_yzx(Math::deg_to_rad(31.41), Math::deg_to_rad(-49.16), Math::deg_to_rad(12.34));
Basis basis_axes = Basis::from_euler(euler_yzx);
Quaternion q(basis_axes);
Vector3 v_arb(3.0, 4.0, 5.0);
Vector3 v_rot = q.xform(v_arb);
Vector3 v_compare = basis_axes.xform(v_arb);
CHECK(v_rot.length_squared() == doctest::Approx(v_arb.length_squared()));
CHECK(v_rot.is_equal_approx(v_compare));
}
// Test vector xform for a single combination of Quaternion and Vector.
void test_quat_vec_rotate(Vector3 euler_yzx, Vector3 v_in) {
Basis basis_axes = Basis::from_euler(euler_yzx);
Quaternion q(basis_axes);
Vector3 v_rot = q.xform(v_in);
Vector3 v_compare = basis_axes.xform(v_in);
CHECK(v_rot.length_squared() == doctest::Approx(v_in.length_squared()));
CHECK(v_rot.is_equal_approx(v_compare));
}
TEST_CASE("[Stress][Quaternion] Many vector xforms") {
// Many arbitrary quaternions rotate many arbitrary vectors.
// For each trial, check that rotation by Quaternion yields same result as
// rotation by Basis.
const int STEPS = 100; // Number of test steps in each dimension
const double delta = 2.0 * Math_PI / STEPS; // Angle increment per step
const double delta_vec = 20.0 / STEPS; // Vector increment per step
Vector3 vec_arb(1.0, 1.0, 1.0);
double x_angle = -Math_PI;
double y_angle = -Math_PI;
double z_angle = -Math_PI;
for (double i = 0; i < STEPS; ++i) {
vec_arb[0] = -10.0 + i * delta_vec;
x_angle = i * delta - Math_PI;
for (double j = 0; j < STEPS; ++j) {
vec_arb[1] = -10.0 + j * delta_vec;
y_angle = j * delta - Math_PI;
for (double k = 0; k < STEPS; ++k) {
vec_arb[2] = -10.0 + k * delta_vec;
z_angle = k * delta - Math_PI;
Vector3 euler_yzx(x_angle, y_angle, z_angle);
test_quat_vec_rotate(euler_yzx, vec_arb);
}
}
}
}
TEST_CASE("[Quaternion] Finite number checks") {
const real_t x = NAN;
CHECK_MESSAGE(
Quaternion(0, 1, 2, 3).is_finite(),
"Quaternion with all components finite should be finite");
CHECK_FALSE_MESSAGE(
Quaternion(x, 1, 2, 3).is_finite(),
"Quaternion with one component infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, x, 2, 3).is_finite(),
"Quaternion with one component infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, 1, x, 3).is_finite(),
"Quaternion with one component infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, 1, 2, x).is_finite(),
"Quaternion with one component infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, x, 2, 3).is_finite(),
"Quaternion with two components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, 1, x, 3).is_finite(),
"Quaternion with two components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, 1, 2, x).is_finite(),
"Quaternion with two components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, x, x, 3).is_finite(),
"Quaternion with two components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, x, 2, x).is_finite(),
"Quaternion with two components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, 1, x, x).is_finite(),
"Quaternion with two components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(0, x, x, x).is_finite(),
"Quaternion with three components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, 1, x, x).is_finite(),
"Quaternion with three components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, x, 2, x).is_finite(),
"Quaternion with three components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, x, x, 3).is_finite(),
"Quaternion with three components infinite should not be finite.");
CHECK_FALSE_MESSAGE(
Quaternion(x, x, x, x).is_finite(),
"Quaternion with four components infinite should not be finite.");
}
} // namespace TestQuaternion
#endif // TEST_QUATERNION_H
|