Fix identity matrix check (#5445)
* Fix identity matrix check Adds an extra epsilon value to check the matrix4x4 identity. The method is also used to export to GLTF/GLTF2 format to check node transformation matrices. The epsilon value can be set using AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON with the default value set to 10e-3f for backward compatibility of legacy code. * Fix type of float values in the unit test * Update matrix4x4.inl Fix typo * Update matrix4x4.inl Remove dead code. * Add isIdentity-Test * Update AssimpAPITest_aiMatrix4x4.cpp --------- Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>pull/5397/head^2
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c877a15140
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2d98f6a880
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@ -56,6 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/Exporter.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/config.h>
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// Header files, standard library.
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#include <memory>
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@ -113,6 +114,10 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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mAsset = std::make_shared<glTF::Asset>(pIOSystem);
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configEpsilon = mProperties->GetPropertyFloat(
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AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON,
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(ai_real)AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT);
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if (isBinary) {
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mAsset->SetAsBinary();
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}
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@ -824,7 +829,7 @@ unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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if (!n->mTransformation.IsIdentity()) {
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if (!n->mTransformation.IsIdentity(configEpsilon)) {
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node->matrix.isPresent = true;
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CopyValue(n->mTransformation, node->matrix.value);
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}
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@ -851,7 +856,7 @@ unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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node->parent = parent;
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if (!n->mTransformation.IsIdentity()) {
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if (!n->mTransformation.IsIdentity(configEpsilon)) {
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node->matrix.isPresent = true;
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CopyValue(n->mTransformation, node->matrix.value);
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}
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@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/types.h>
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#include <assimp/defs.h>
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#include <map>
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#include <memory>
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@ -98,6 +99,8 @@ private:
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std::vector<unsigned char> mBodyData;
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ai_real configEpsilon;
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void WriteBinaryData(IOStream *outfile, std::size_t sceneLength);
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void GetTexSampler(const aiMaterial *mat, glTF::TexProperty &prop);
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@ -55,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/version.h>
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#include <assimp/Exporter.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/config.h>
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// Header files, standard library.
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#include <cinttypes>
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@ -90,6 +91,10 @@ glTF2Exporter::glTF2Exporter(const char *filename, IOSystem *pIOSystem, const ai
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// Always on as our triangulation process is aware of this type of encoding
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mAsset->extensionsUsed.FB_ngon_encoding = true;
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configEpsilon = mProperties->GetPropertyFloat(
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AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON,
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(ai_real)AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT);
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if (isBinary) {
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mAsset->SetAsBinary();
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}
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@ -1455,7 +1460,7 @@ unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode *n) {
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node->name = n->mName.C_Str();
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if (!n->mTransformation.IsIdentity()) {
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if (!n->mTransformation.IsIdentity(configEpsilon)) {
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node->matrix.isPresent = true;
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CopyValue(n->mTransformation, node->matrix.value);
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}
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@ -1485,7 +1490,7 @@ unsigned int glTF2Exporter::ExportNode(const aiNode *n, Ref<Node> &parent) {
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ExportNodeExtras(n->mMetaData, node->extras);
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if (!n->mTransformation.IsIdentity()) {
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if (!n->mTransformation.IsIdentity(configEpsilon)) {
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if (mScene->mNumAnimations > 0 || (mProperties && mProperties->HasPropertyBool("GLTF2_NODE_IN_TRS"))) {
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aiQuaternion quaternion;
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n->mTransformation.Decompose(*reinterpret_cast<aiVector3D *>(&node->scale.value), quaternion, *reinterpret_cast<aiVector3D *>(&node->translation.value));
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@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/types.h>
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#include <assimp/defs.h>
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#include <map>
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#include <memory>
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@ -142,6 +143,7 @@ private:
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std::map<std::string, unsigned int> mTexturesByPath;
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std::shared_ptr<glTF2::Asset> mAsset;
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std::vector<unsigned char> mBodyData;
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ai_real configEpsilon;
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};
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} // namespace Assimp
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@ -225,6 +225,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
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"PP_PTV_ROOT_TRANSFORMATION"
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// ---------------------------------------------------------------------------
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/** @brief Set epsilon to check the identity of the matrix 4x4.
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*
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* This is used by aiMatrix4x4t<TReal>::IsIdentity(const TReal epsilon).
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* @note The default value is 10e-3f for backward compatibility of legacy code.
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* Property type: Float.
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*/
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#define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON \
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"CHECK_IDENTITY_MATRIX_EPSILON"
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// default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
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#if (!defined AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT)
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# define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT 10e-3f
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#endif
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_FindDegenerates step to
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* remove degenerated primitives from the import - immediately.
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@ -136,9 +136,13 @@ public:
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// -------------------------------------------------------------------
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/** @brief Returns true of the matrix is the identity matrix.
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* @param epsilon Value of epsilon. Default value is 10e-3 for backward
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* compatibility with legacy code.
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* @return Returns true of the matrix is the identity matrix.
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* The check is performed against a not so small epsilon.
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*/
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inline bool IsIdentity() const;
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inline bool IsIdentity(const TReal
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epsilon = AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT) const;
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// -------------------------------------------------------------------
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/** @brief Decompose a trafo matrix into its original components
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -242,7 +242,7 @@ aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse() {
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const TReal det = Determinant();
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if(det == static_cast<TReal>(0.0))
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{
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// Matrix not invertible. Setting all elements to nan is not really
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// Matrix is not invertible. Setting all elements to nan is not really
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// correct in a mathematical sense but it is easy to debug for the
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// programmer.
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const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
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@ -545,10 +545,7 @@ aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, T
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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bool aiMatrix4x4t<TReal>::IsIdentity() const {
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// Use a small epsilon to solve floating-point inaccuracies
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const static TReal epsilon = 10e-3f;
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bool aiMatrix4x4t<TReal>::IsIdentity(const TReal epsilon) const {
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return (a2 <= epsilon && a2 >= -epsilon &&
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a3 <= epsilon && a3 >= -epsilon &&
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a4 <= epsilon && a4 >= -epsilon &&
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@ -657,7 +654,7 @@ aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, a
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/** A function for creating a rotation matrix that rotates a vector called
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* "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Output: mtx[3][3] -- a 3x3 matrix in column-major form
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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@ -3,9 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -47,7 +45,7 @@ using namespace Assimp;
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class AssimpAPITest_aiMatrix4x4 : public AssimpMathTest {
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protected:
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virtual void SetUp() {
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void SetUp() override {
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result_c = result_cpp = aiMatrix4x4();
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}
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@ -64,6 +62,11 @@ protected:
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aiMatrix4x4 result_c, result_cpp;
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};
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TEST_F(AssimpAPITest_aiMatrix4x4, isIdendityTest) {
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aiMatrix4x4 m = aiMatrix4x4(1.001f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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EXPECT_TRUE(m.IsIdentity(1e-3f));
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}
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TEST_F(AssimpAPITest_aiMatrix4x4, aiIdentityMatrix4Test) {
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// Force a non-identity matrix.
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result_c = aiMatrix4x4(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);
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@ -90,3 +90,17 @@ TEST_F(utMatrix4x4, indexOperatorTest) {
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ai_real *a15 = a12 + 3;
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EXPECT_FLOAT_EQ(1.0, *a15);
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}
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TEST_F(utMatrix4x4, identityMatrixTest) {
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aiMatrix4x4 m1 = aiMatrix4x4(1.f,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0, 1);
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EXPECT_TRUE(m1.IsIdentity());
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aiMatrix4x4 m2 = aiMatrix4x4(1.02f,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0, 1);
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EXPECT_FALSE(m2.IsIdentity());
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aiMatrix4x4 m3 = aiMatrix4x4(1.009f,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0, 1);
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EXPECT_TRUE(m3.IsIdentity());
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EXPECT_TRUE(m1.IsIdentity(1e-3f));
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EXPECT_FALSE(m2.IsIdentity(1e-3f));
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EXPECT_TRUE(m2.IsIdentity(1e-1f));
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EXPECT_FALSE(m3.IsIdentity(1e-3f));
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}
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@ -988,3 +988,27 @@ TEST_F(utglTF2ImportExport, noSchemaFound) {
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EXPECT_NE(scene, nullptr);
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EXPECT_STREQ(importer.GetErrorString(), "");
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(utglTF2ImportExport, testSetIdentityMatrixEpsilon) {
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// Assimp::Exporter exporter;
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Assimp::ExportProperties properties = Assimp::ExportProperties();
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EXPECT_EQ(AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT,
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properties.GetPropertyFloat("CHECK_IDENTITY_MATRIX_EPSILON",
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AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT));
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aiMatrix4x4 m;
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m = aiMatrix4x4(1.02f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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EXPECT_FALSE(m.IsIdentity());
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m = aiMatrix4x4(1.001f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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EXPECT_TRUE(m.IsIdentity());
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bool b = properties.SetPropertyFloat("CHECK_IDENTITY_MATRIX_EPSILON", 0.0001f);
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EXPECT_TRUE(!b);
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ai_real epsilon = properties.GetPropertyFloat("CHECK_IDENTITY_MATRIX_EPSILON", 0.01f);
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EXPECT_EQ(0.0001f, epsilon);
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m = aiMatrix4x4(1.0002f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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EXPECT_FALSE(m.IsIdentity(epsilon));
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m = aiMatrix4x4(1.00009f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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EXPECT_TRUE(m.IsIdentity(epsilon));
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}
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