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Fix matrix -> FTransform conversion for matrices with small scales #1599
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16374a8
Use our own matrix -> FTransform conversion.
kring 6477395
Update CHANGES.md.
kring 32cc31b
Add test for VecMath::createTransform.
kring 725bd1c
Formatting.
kring 074141c
Fix include style.
kring dfe4810
Merge branch 'main' into small-scale-matrix-to-transform
j9liu 6476f8d
Update CHANGES.md
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,77 @@ | ||
// Copyright 2020-2025 CesiumGS, Inc. and Contributors | ||
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#include "VecMath.h" | ||
#include "Misc/AutomationTest.h" | ||
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BEGIN_DEFINE_SPEC( | ||
FVecMathSpec, | ||
"Cesium.Unit.VecMath", | ||
EAutomationTestFlags::EditorContext | EAutomationTestFlags::ClientContext | | ||
EAutomationTestFlags::ServerContext | | ||
EAutomationTestFlags::CommandletContext | | ||
EAutomationTestFlags::ProductFilter) | ||
END_DEFINE_SPEC(FVecMathSpec) | ||
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void FVecMathSpec::Define() { | ||
Describe("createTransform", [this]() { | ||
It("matches FMatrix -> FTransform for larger scales", [this]() { | ||
FTransform original = FTransform( | ||
FQuat::MakeFromRotator(FRotator(10.0, 20.0, 30.0)), | ||
FVector(3000.0, 2000.0, 1000.0), | ||
FVector(1.0, 2.0, 3.0)); | ||
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||
FMatrix originalUnrealMatrix = original.ToMatrixWithScale(); | ||
glm::dmat4 originalGlmMatrix = | ||
VecMath::createMatrix4D(originalUnrealMatrix); | ||
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FTransform viaUnrealMatrix = | ||
FTransform(VecMath::createMatrix(originalGlmMatrix)); | ||
FTransform viaVecMath = VecMath::createTransform(originalGlmMatrix); | ||
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TestNearlyEqual( | ||
TEXT("Translation"), | ||
viaVecMath.GetTranslation(), | ||
viaUnrealMatrix.GetTranslation(), | ||
1e-8); | ||
TestNearlyEqual( | ||
TEXT("Rotation"), | ||
viaVecMath.GetRotation().Rotator(), | ||
viaUnrealMatrix.GetRotation().Rotator(), | ||
1e-10); | ||
TestNearlyEqual( | ||
TEXT("Scale"), | ||
viaVecMath.GetScale3D(), | ||
viaUnrealMatrix.GetScale3D(), | ||
1e-11); | ||
}); | ||
|
||
It("returns correct values when scale is small", [this]() { | ||
FTransform original = FTransform( | ||
FQuat::MakeFromRotator(FRotator(10.0, 20.0, 30.0)), | ||
FVector(3000.0, 2000.0, 1000.0), | ||
FVector(1e-7, 2e-7, 3e-7)); | ||
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FMatrix originalUnrealMatrix = original.ToMatrixWithScale(); | ||
glm::dmat4 originalGlmMatrix = | ||
VecMath::createMatrix4D(originalUnrealMatrix); | ||
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FTransform viaVecMath = VecMath::createTransform(originalGlmMatrix); | ||
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TestNearlyEqual( | ||
TEXT("Translation"), | ||
viaVecMath.GetTranslation(), | ||
original.GetTranslation(), | ||
1e-8); | ||
TestNearlyEqual( | ||
TEXT("Rotation"), | ||
viaVecMath.GetRotation().Rotator(), | ||
original.GetRotation().Rotator(), | ||
1e-10); | ||
TestNearlyEqual( | ||
TEXT("Scale"), | ||
viaVecMath.GetScale3D(), | ||
original.GetScale3D(), | ||
1e-18); | ||
}); | ||
}); | ||
} |
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Just some slight rewording: