NavisworksTransport/UnitTests/CoordinateSystem/CanonicalPlanarPoseBuilderTests.cs

189 lines
7.6 KiB
C#

using Microsoft.VisualStudio.TestTools.UnitTesting;
using NavisworksTransport.Utils.CoordinateSystem;
using System;
using System.Numerics;
namespace NavisworksTransport.UnitTests.CoordinateSystem
{
[TestClass]
public class CanonicalPlanarPoseBuilderTests
{
[TestMethod]
public void StraightForward_ZUpConvention_ShouldKeepLocalZAsWorldUp()
{
bool ok = CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(5, 0, 0),
Vector3.UnitZ,
ModelAxisConvention.CreateDefaultForHost(CoordinateSystemType.ZUp),
out Quaternion rotation);
Assert.IsTrue(ok);
Matrix4x4 linear = Matrix4x4.CreateFromQuaternion(rotation);
AssertColumn(linear, 0, 1, 0, 0);
AssertColumn(linear, 1, 0, 1, 0);
AssertColumn(linear, 2, 0, 0, 1);
}
[TestMethod]
public void StraightForward_YUpConvention_ShouldMapLocalYToWorldUp()
{
bool ok = CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(5, 0, 0),
Vector3.UnitZ,
ModelAxisConvention.CreateDefaultForHost(CoordinateSystemType.YUp),
out Quaternion rotation);
Assert.IsTrue(ok);
Matrix4x4 linear = Matrix4x4.CreateFromQuaternion(rotation);
AssertColumn(linear, 0, 1, 0, 0);
AssertColumn(linear, 1, 0, 0, 1);
AssertColumn(linear, 2, 0, -1, 0);
}
[TestMethod]
public void ForwardWithVerticalComponent_ShouldProjectToHorizontalPlane()
{
bool ok = CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(10, 0, 3),
Vector3.UnitZ,
ModelAxisConvention.CreateDefaultForHost(CoordinateSystemType.ZUp),
out Quaternion rotation);
Assert.IsTrue(ok);
Matrix4x4 linear = Matrix4x4.CreateFromQuaternion(rotation);
Assert.AreEqual(0.0, linear.M31, 1e-6);
Assert.AreEqual(0.0, linear.M32, 1e-6);
Assert.AreEqual(1.0, linear.M33, 1e-6);
}
[TestMethod]
public void ZeroLocalEulerCorrection_ShouldMatchCurrentPlanarBaseline()
{
var convention = ModelAxisConvention.CreateDefaultForHost(CoordinateSystemType.ZUp);
Assert.IsTrue(CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(5, 0, 0),
Vector3.UnitZ,
convention,
out Quaternion baselineRotation));
Assert.IsTrue(CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(5, 0, 0),
Vector3.UnitZ,
convention,
LocalEulerRotationCorrection.Zero,
out Quaternion correctedRotation));
AssertQuaternionEquivalent(baselineRotation, correctedRotation);
}
[TestMethod]
public void LocalEulerCorrection_ShouldAlignCorrectedLocalForwardWithPlanarForward()
{
var convention = ModelAxisConvention.CreateDefaultForHost(CoordinateSystemType.ZUp);
var correction = new LocalEulerRotationCorrection(0.0, 0.0, 90.0);
var adapter = new HostCoordinateAdapter(CoordinateSystemType.ZUp);
Quaternion correctionQuaternion = adapter.CreateCanonicalRotationCorrection(correction);
Assert.IsTrue(CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(5, 0, 0),
Vector3.UnitZ,
convention,
correctionQuaternion,
out Quaternion rotation));
LocalAxisPoseBuilder.ApplyLocalPreRotation(convention, correctionQuaternion, out var correctedLocalForward, out var correctedLocalUp);
Matrix4x4 linear = Matrix4x4.CreateFromQuaternion(rotation);
Vector3 mappedForward = TransformLocalVector(linear, correctedLocalForward);
Vector3 mappedUp = TransformLocalVector(linear, correctedLocalUp);
AssertVector(mappedForward, 1, 0, 0);
AssertVector(mappedUp, 0, 0, 1);
}
[TestMethod]
public void WorldCorrection_ShouldRotateBaselinePoseAroundHostYAxisInYUp()
{
var convention = ModelAxisConvention.CreateDefaultForHost(CoordinateSystemType.YUp);
var adapter = new HostCoordinateAdapter(CoordinateSystemType.YUp);
Quaternion worldCorrection = adapter.CreateCanonicalRotationCorrection(
new LocalEulerRotationCorrection(0.0, 90.0, 0.0));
Assert.IsTrue(CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForward(
new Vector3(5, 0, 0),
Vector3.UnitZ,
convention,
out Quaternion baselineRotation));
Assert.IsTrue(CanonicalPlanarPoseBuilder.TryCreateQuaternionFromForwardWithWorldCorrection(
new Vector3(5, 0, 0),
Vector3.UnitZ,
convention,
worldCorrection,
out Quaternion correctedRotation));
Matrix4x4 baseline = Matrix4x4.CreateFromQuaternion(baselineRotation);
AssertColumn(baseline, 0, 1, 0, 0);
AssertColumn(baseline, 1, 0, 0, 1);
AssertColumn(baseline, 2, 0, -1, 0);
Quaternion expectedRotation = Quaternion.Normalize(worldCorrection * baselineRotation);
AssertQuaternionEquivalent(expectedRotation, correctedRotation);
}
private static void AssertColumn(Matrix4x4 matrix, int column, double x, double y, double z)
{
switch (column)
{
case 0:
Assert.AreEqual(x, matrix.M11, 1e-6);
Assert.AreEqual(y, matrix.M21, 1e-6);
Assert.AreEqual(z, matrix.M31, 1e-6);
break;
case 1:
Assert.AreEqual(x, matrix.M12, 1e-6);
Assert.AreEqual(y, matrix.M22, 1e-6);
Assert.AreEqual(z, matrix.M32, 1e-6);
break;
case 2:
Assert.AreEqual(x, matrix.M13, 1e-6);
Assert.AreEqual(y, matrix.M23, 1e-6);
Assert.AreEqual(z, matrix.M33, 1e-6);
break;
default:
Assert.Fail("Only first 3 columns are valid.");
break;
}
}
private static void AssertVector(Vector3 actual, double x, double y, double z)
{
Assert.AreEqual(x, actual.X, 1e-6);
Assert.AreEqual(y, actual.Y, 1e-6);
Assert.AreEqual(z, actual.Z, 1e-6);
}
private static void AssertQuaternionEquivalent(Quaternion expected, Quaternion actual)
{
double dot = Math.Abs(
expected.X * actual.X +
expected.Y * actual.Y +
expected.Z * actual.Z +
expected.W * actual.W);
Assert.AreEqual(1.0, dot, 1e-6);
}
private static Vector3 TransformLocalVector(Matrix4x4 linear, Vector3 localVector)
{
Vector3 world = new Vector3(
linear.M11 * localVector.X + linear.M12 * localVector.Y + linear.M13 * localVector.Z,
linear.M21 * localVector.X + linear.M22 * localVector.Y + linear.M23 * localVector.Z,
linear.M31 * localVector.X + linear.M32 * localVector.Y + linear.M33 * localVector.Z);
return Vector3.Normalize(world);
}
}
}