Bug 1535974 [wpt PR 15823] - Add test case to XRRigidTransform, a=testonly

Automatic update from web-platform-tests
Add test case to XRRigidTransform

Added test case that performs a point transformation using rigid
transform's matrix and validates that the same transformation is
performed when using quaternion used to construct the rigid transform.

Change-Id: I4f26f8101e2f788c5e248570f923b45cec6445ea
Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/1521268
Commit-Queue: Piotr Bialecki <bialpio@chromium.org>
Reviewed-by: Klaus Weidner <klausw@chromium.org>
Cr-Commit-Position: refs/heads/master@{#640519}

--

wpt-commits: cbc076f9ceab4eebfd6c2df8908248073a8eeb4d
wpt-pr: 15823
This commit is contained in:
Piotr Bialecki 2019-03-26 14:09:22 +00:00 коммит произвёл James Graham
Родитель 81660ef981
Коммит fcaa9b9304
3 изменённых файлов: 116 добавлений и 30 удалений

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@ -0,0 +1,61 @@
// |matrix| - Float32Array, |input| - point-like dict (must have x, y, z, w)
let transform_point_by_matrix = function(matrix, input) {
return {
x : matrix[0] * input.x + matrix[4] * input.y + matrix[8] * input.z + matrix[12] * input.w,
y : matrix[1] * input.x + matrix[5] * input.y + matrix[9] * input.z + matrix[13] * input.w,
z : matrix[2] * input.x + matrix[6] * input.y + matrix[10] * input.z + matrix[14] * input.w,
w : matrix[3] * input.x + matrix[7] * input.y + matrix[11] * input.z + matrix[15] * input.w,
};
}
// Creates a unit-length quaternion.
// |input| - point-like dict (must have x, y, z, w)
let normalize_quaternion = function(input) {
const length_squared = input.x * input.x + input.y * input.y + input.z * input.z + input.w * input.w;
const length = Math.sqrt(length_squared);
return {x : input.x / length, y : input.y / length, z : input.z / length, w : input.w / length};
}
// |input| - point-like dict (must have x, y, z, w)
let conjugate_quaternion = function(input) {
return {x : -input.x, y : -input.y, z : -input.z, w : input.w};
}
let multiply_quaternions = function(q1, q2) {
return {
w : q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,
x : q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
y : q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x,
z : q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w,
}
}
// |point| - point-like dict (must have x, y, z, w)
let normalize_perspective = function(point) {
if(point.w == 0 || point.w == 1) return point;
return {
x : point.x / point.w,
y : point.y / point.w,
z : point.z / point.w,
w : 1
};
}
// |quaternion| - point-like dict (must have x, y, z, w),
// |input| - point-like dict (must have x, y, z, w)
let transform_point_by_quaternion = function(quaternion, input) {
const q_normalized = normalize_quaternion(quaternion);
const q_conj = conjugate_quaternion(q_normalized);
const p_in = normalize_perspective(input);
// construct a quaternion out of the point (take xyz & zero the real part).
const p = {x : p_in.x, y : p_in.y, z : p_in.z, w : 0};
// transform the input point
const p_mul = multiply_quaternions( q_normalized, multiply_quaternions(p, q_conj) );
// add back the w component of the input
return { x : p_mul.x, y : p_mul.y, z : p_mul.z, w : p_in.w };
}

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@ -3,31 +3,10 @@
<script src="/resources/testharnessreport.js"></script>
<script src="resources/webxr_test_constants.js"></script>
<script src="resources/webxr_test_asserts.js"></script>
<script src="resources/webxr_math_utils.js"></script>
<script>
// |matrix| - Float32Array, |input| - point-like dict (must have x, y, z, w)
let transform_point = function (matrix, input) {
return {
x : matrix[0] * input.x + matrix[4] * input.y + matrix[8] * input.z + matrix[12] * input.w,
y : matrix[1] * input.x + matrix[5] * input.y + matrix[9] * input.z + matrix[13] * input.w,
z : matrix[2] * input.x + matrix[6] * input.y + matrix[10] * input.z + matrix[14] * input.w,
w : matrix[3] * input.x + matrix[7] * input.y + matrix[11] * input.z + matrix[15] * input.w,
};
}
// |point| - point-like dict (must have x, y, z, w)
let normalize_perspective = function(point) {
if(point.w == 0 || point.w == 1) return point;
return {
x : point.x / point.w,
y : point.y / point.w,
z : point.z / point.w,
w : 1
};
}
let matrix_tests_name = "XRRay matrix works";
let matrix_tests = function() {
@ -46,8 +25,8 @@ let matrix_tests = function() {
DOMPoint.fromPoint(originDict),
DOMPoint.fromPoint(directionDict));
let transformedOrigin = normalize_perspective(transform_point(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point(xrRay.matrix, initialDirection));
let transformedOrigin = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialDirection));
assert_point_approx_equals(
originDict, transformedOrigin,
@ -66,8 +45,8 @@ let matrix_tests = function() {
DOMPoint.fromPoint(originDict),
DOMPoint.fromPoint(directionDict));
let transformedOrigin = normalize_perspective(transform_point(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point(xrRay.matrix, initialDirection));
let transformedOrigin = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialDirection));
assert_point_approx_equals(
originDict, transformedOrigin,
@ -86,8 +65,8 @@ let matrix_tests = function() {
DOMPoint.fromPoint(originDict),
DOMPoint.fromPoint(directionDict));
let transformedOrigin = normalize_perspective(transform_point(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point(xrRay.matrix, initialDirection));
let transformedOrigin = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialDirection));
assert_point_approx_equals(
originDict, transformedOrigin,
@ -106,8 +85,8 @@ let matrix_tests = function() {
DOMPoint.fromPoint(originDict),
DOMPoint.fromPoint(directionDict));
let transformedOrigin = normalize_perspective(transform_point(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point(xrRay.matrix, initialDirection));
let transformedOrigin = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialOrigin));
let transformedDirection = normalize_perspective(transform_point_by_matrix(xrRay.matrix, initialDirection));
assert_point_approx_equals(
originDict, transformedOrigin,

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@ -0,0 +1,46 @@
<!DOCTYPE html>
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="resources/webxr_test_constants.js"></script>
<script src="resources/webxr_test_asserts.js"></script>
<script src="resources/webxr_math_utils.js"></script>
<script>
let matrix_tests_name = "XRRigidTransform matrix works";
let matrix_tests = function() {
// Matrix tests for XRRigidTransform.
// Test 1. Check if matrix rotates the vector the same way as quaternion
// used to construct it. This does not perform a translation.
{
// point
const originDict = {x : 0, y : 0, z : 0, w : 1};
// quaternion - should be normalized
const orientationDict = {x : 0, y : 0.3805356, z : 0.7610712, w : 0.525322 }
let rigidTransform = new XRRigidTransform(
DOMPoint.fromPoint(originDict),
DOMPoint.fromPoint(orientationDict));
const point_0 = {x : 10, y : 11, z : 12, w : 1};
// transform the point by matrix from rigid transform
const point_transformed_0 = normalize_perspective(transform_point_by_matrix(rigidTransform.matrix, point_0));
const point_transformed_1 = transform_point_by_quaternion(orientationDict, point_0);
const point_transformed_2 = transform_point_by_quaternion(rigidTransform.orientation, point_0);
assert_point_approx_equals(
point_transformed_1, point_transformed_0,
FLOAT_EPSILON, "by-initial-quaternion-and-matrix:");
assert_point_approx_equals(
point_transformed_2, point_transformed_0,
FLOAT_EPSILON, "by-transform's-quaternion-and-matrix:");
}
};
test(matrix_tests, matrix_tests_name);
</script>