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407 lines
16 KiB
C++
407 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GeometryCollection/GeometryCollectionTestSimulation.h"
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#include "GeometryCollection/GeometryCollectionTestUtility.h"
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#include "GeometryCollection/GeometryCollectionTestFramework.h"
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#include "GeometryCollection/GeometryCollection.h"
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#include "GeometryCollection/GeometryCollectionUtility.h"
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#include "GeometryCollection/TransformCollection.h"
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#include "UObject/Package.h"
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#include "UObject/UObjectGlobals.h"
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#include "GeometryCollectionProxyData.h"
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#include "GeometryCollection/GeometryCollectionSimulationTypes.h"
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#include "PhysicsProxy/PhysicsProxies.h"
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#include "Chaos/ErrorReporter.h"
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#include "ChaosSolversModule.h"
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#include "PBDRigidsSolver.h"
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#include "HeadlessChaosTestUtility.h"
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#define SMALL_THRESHOLD 1e-4
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#define MEDIUM_THRESHOLD 1e-1
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// #TODO Lots of duplication in here, anyone making solver or object changes
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// has to go and fix up so many callsites here and they're all pretty much
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// Identical. The similar code should be pulled out
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namespace GeometryCollectionTest
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{
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using namespace ChaosTest;
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleFallingUnderGravity)
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{
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FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init()->template As<FGeometryCollectionWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(Collection);
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UnitTest.Initialize();
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UnitTest.Advance();
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{ // test results
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EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD); // rest never touched
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EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1); // simulated is falling
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EXPECT_LT(Collection->DynamicCollection->Transform[0].GetTranslation().Z, 0.f);
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EXPECT_NEAR(Collection->DynamicCollection->Transform[0].GetTranslation().Z, -980.f * UnitTest.Dt * UnitTest.Dt, 1e-2);// we seem to be twice gravity
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleBodyCollidingWithGroundPlane)
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{
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FReal Scale = 100.0f;
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CreationParameters Params;
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Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box;
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Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box;
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FVector BoxScale(Scale);
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Params.GeomTransform.SetScale3D(BoxScale); // Box dimensions
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Params.GeomTransform.SetLocation(0.9f * Scale * FVector::UpVector); // Don't start too deep in penetration or the pushout is too aggressive
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FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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RigidBodyWrapper* Floor = TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(Collection);
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UnitTest.AddSimulationObject(Floor);
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UnitTest.Initialize();
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for (int i = 0; i < 10; i++)
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{
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UnitTest.Advance();
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}
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{
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EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD);
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EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1);
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EXPECT_LT(FMath::Abs(Collection->DynamicCollection->Transform[0].GetTranslation().Z - 0.1f * Scale), MEDIUM_THRESHOLD * Scale);
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleSphereCollidingWithSolverFloor)
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{
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FVector Scale(0.5f);
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CreationParameters Params;
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Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Sphere;
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Params.GeomTransform.SetScale3D(Scale); // Sphere radius
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FGeometryCollectionWrapper* Collection =
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TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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RigidBodyWrapper* Floor =
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TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(Collection);
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UnitTest.AddSimulationObject(Floor);
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UnitTest.Initialize();
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for (int i = 0; i < 10; i++) UnitTest.Advance();
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{ // test results
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EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD);
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EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1);
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EXPECT_LT(FMath::Abs(Collection->DynamicCollection->Transform[0].GetTranslation().Z) - Scale[0], SMALL_THRESHOLD);
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleCubeIntersectingWithSolverFloor)
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{
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FVector Scale(100.0f);
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CreationParameters Params; Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box; Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box;
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Params.GeomTransform.SetScale3D(Scale); // Box size
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Params.GeomTransform.SetLocation(0.9f * Scale * FVector::UpVector); // Don't start too deep in penetration or the pushout is too aggressive
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FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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RigidBodyWrapper* Floor = TNewSimulationObject<GeometryType::RigidFloor>::Init()->template As<RigidBodyWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(Collection);
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UnitTest.AddSimulationObject(Floor);
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UnitTest.Initialize();
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for (int i = 0; i < 10; i++)
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{
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UnitTest.Advance();
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}
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{
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EXPECT_LT(FMath::Abs(Collection->RestCollection->Transform[0].GetTranslation().Z), SMALL_THRESHOLD);
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EXPECT_EQ(Collection->DynamicCollection->Transform.Num(), 1);
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EXPECT_LT(FMath::Abs(Collection->DynamicCollection->Transform[0].GetTranslation().Z - 0.1f * Scale[0]), MEDIUM_THRESHOLD * Scale[0]);
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SingleKinematicBody)
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{
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CreationParameters Params; Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Kinematic;
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FGeometryCollectionWrapper* Collection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(Collection);
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UnitTest.Initialize();
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for (int i = 0; i < 3; i++)
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UnitTest.Advance();
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{
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TManagedArray<FTransform>& Transform = Collection->DynamicCollection->Transform;
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EXPECT_EQ(Transform.Num(), 1);
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//UE_LOG(LogTest, Verbose, TEXT("Position : (%3.5f,%3.5f,%3.5f)"), Transform[0].GetTranslation().X, Transform[0].GetTranslation().Y, Transform[0].GetTranslation().Z);
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EXPECT_EQ(Transform[0].GetTranslation().Z, 0.f);
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EXPECT_EQ(Collection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Kinematic);
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SleepingDontMove)
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{
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CreationParameters Params;
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Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Sleeping;
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Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box;
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FReal InitialStartHeight = 5.0;
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Params.RootTransform.SetLocation(FVector(0.f, 0.f, InitialStartHeight));
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FGeometryCollectionWrapper* SleepingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(SleepingCollection);
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UnitTest.Initialize();
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const auto& Transform0 = SleepingCollection->DynamicCollection->Transform[0];
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for (int i = 0; i < 3; i++)
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{
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UnitTest.Advance();
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//UE_LOG(LogTest, Verbose, TEXT("Position[0] : (%3.5f,%3.5f,%3.5f)"), Transform0.GetTranslation().X, Transform0.GetTranslation().Y, Transform0.GetTranslation().Z);
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}
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{
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// particle doesn't fall due to sleeping state
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EXPECT_EQ(SleepingCollection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Sleeping);
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EXPECT_LT(FMath::Abs(SleepingCollection->DynamicCollection->Transform[0].GetTranslation().Z - InitialStartHeight), SMALL_THRESHOLD);
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_SleepingActivation)
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{
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CreationParameters Params;
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Params.SimplicialType = ESimplicialType::Chaos_Simplicial_Box;
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Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box;
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Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Dynamic;
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Params.RootTransform.SetLocation(FVector(0.f, 0.f, 15.f));
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FGeometryCollectionWrapper* MovingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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FReal InitialStartHeight = 5.0;
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Params.DynamicState = EObjectStateTypeEnum::Chaos_Object_Sleeping;
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Params.RootTransform.SetLocation(FVector(0.f, 0.f, InitialStartHeight));
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FGeometryCollectionWrapper* SleepingCollection = TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(Params)->template As<FGeometryCollectionWrapper>();
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FFramework UnitTest;
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UnitTest.AddSimulationObject(SleepingCollection);
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UnitTest.AddSimulationObject(MovingCollection);
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UnitTest.Initialize();
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const auto& Transform0 = MovingCollection->DynamicCollection->Transform[0];
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const auto& Transform1 = SleepingCollection->DynamicCollection->Transform[0];
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for (int i = 0; i < 15; i++)
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{
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UnitTest.Advance();
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//UE_LOG(LogTest, Verbose, TEXT("Position[0] : (%3.5f,%3.5f,%3.5f)"), Transform0.GetTranslation().X, Transform0.GetTranslation().Y, Transform0.GetTranslation().Z);
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//UE_LOG(LogTest, Verbose, TEXT("Position[1] : (%3.5f,%3.5f,%3.5f)"), Transform1.GetTranslation().X, Transform1.GetTranslation().Y, Transform1.GetTranslation().Z);
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}
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{
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// Is now dynamic and has moved from initial position
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EXPECT_EQ(SleepingCollection->DynamicCollection->DynamicState[0], (int32)EObjectStateTypeEnum::Chaos_Object_Dynamic);
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EXPECT_LT(Transform0.GetTranslation().Z, InitialStartHeight - 2.0f);
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}
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}
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GTEST_TEST(AllTraits, GeometryCollection_RigidBodies_CollisionGroup)
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{
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/*
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TUniquePtr<Chaos::FChaosPhysicsMaterial> PhysicalMaterial = nullptr;
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TSharedPtr<FGeometryCollection> RestCollection = nullptr;
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TSharedPtr<FGeometryDynamicCollection> DynamicCollection = nullptr;
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//
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// Rigid Body Setup
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//
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auto RestInitFunc = [](TSharedPtr<FGeometryCollection>& RestCollection)
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{
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RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0, 0, 210.0)), FVector(100.0)));
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RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0, 0, 320.0)), FVector(100.0)));
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RestCollection->AppendGeometry(*GeometryCollection::MakeCubeElement(FTransform(FVector(0, 0, 430.0)), FVector(100.0)));
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};
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////InitCollectionsParameters InitParams = { FTransform(FVector(0, 0, 100.0)), FVector(100.0), RestInitFunc, (int32)EObjectStateTypeEnum::Chaos_Object_Kinematic };
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//InitCollections(PhysicalMaterial, RestCollection, DynamicCollection, InitParams);
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//
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// Solver setup
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//
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auto CustomFunc = [&RestCollection, &DynamicCollection, &PhysicalMaterial](FSimulationParameters& InParams)
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{
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InParams.Shared.SizeSpecificData[0].ImplicitType = EImplicitTypeEnum::Chaos_Implicit_Box;
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};
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FGeometryCollectionPhysicsProxy* PhysObject = RigidBodySetup(PhysicalMaterial, RestCollection, DynamicCollection, CustomFunc);
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PhysObject->SetCollisionParticlesPerObjectFraction( 1.0 );
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Chaos::FPBDRigidsSolver* Solver = FChaosSolversModule::GetModule()->CreateSolver(nullptr, ESolverFlags::Standalone);
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#if CHAOS_PARTICLEHANDLE_TODO
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Solver->RegisterObject(PhysObject);
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#endif
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//Solver->SetHasFloor(true);
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Solver->SetEnabled(true);
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//PhysObject->ActivateBodies();
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Solver->AdvanceSolverBy(1 / 24.);
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#if TODO_REIMPLEMENT_GET_RIGID_PARTICLES
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Chaos::TPBDRigidParticles<FReal, 3>& Particles = Solver->GetRigidParticles();
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for (int Frame = 1; Frame < 200; Frame++)
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{
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Solver->AdvanceSolverBy(1 / 24.);
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//FinalizeSolver(*Solver);
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if (Frame == 1)
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{
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Particles.CollisionGroup(0)= 0;
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Particles.CollisionGroup(1)= 1;
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Particles.CollisionGroup(2)= 1;
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Particles.CollisionGroup(3)= 3;
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Particles.CollisionGroup(4)= -1;
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}
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if (Frame == 13)
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{
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EXPECT_LT(FMath::Abs(Particles.X(0).Z), SMALL_NUMBER);
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EXPECT_LT(FMath::Abs(Particles.X(1).Z - 50.f), 10.f);
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EXPECT_LT(FMath::Abs(Particles.X(2).Z - 150.f), 10.f);
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}
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if( Frame == 30 )
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{
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EXPECT_LT(FMath::Abs(Particles.X(0).Z), SMALL_NUMBER);
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EXPECT_LT(FMath::Abs(Particles.X(1).Z - 50.f), 10.f);
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EXPECT_LT(FMath::Abs(Particles.X(2).Z - 150.f), 10.f);
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EXPECT_GT(Particles.X(3).Z, 50.f);
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EXPECT_LT(Particles.X(4).Z, -100);
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}
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if (Frame == 31)
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{
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Particles.CollisionGroup(0) = 0;
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Particles.CollisionGroup(1) = -1;
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Particles.CollisionGroup(2) = 1;
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Particles.CollisionGroup(3) = -1;
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Particles.CollisionGroup(4) = -1;
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}
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}
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EXPECT_LT(FMath::Abs(Particles.X(0).Z), SMALL_NUMBER);
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EXPECT_LT(Particles.X(1).Z, -10000);
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EXPECT_GT(Particles.X(2).Z, 50.0);
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EXPECT_LT(Particles.X(3).Z, -10000);
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EXPECT_LT(Particles.X(4).Z, -10000);
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#endif
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FChaosSolversModule::GetModule()->DestroySolver(Solver);
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delete PhysObject;
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*/
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}
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GTEST_TEST(AllTraits, GeometryCollection_TestImplicitCollisionGeometry)
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{
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typedef Chaos::FVec3 Vec;
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CreationParameters Params;
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Params.SimplicialType = ESimplicialType::Chaos_Simplicial_GriddleBox;
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Params.ImplicitType = EImplicitTypeEnum::Chaos_Implicit_LevelSet;
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Params.CollisionType = ECollisionTypeEnum::Chaos_Surface_Volumetric;
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FGeometryCollectionWrapper* Collection =
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TNewSimulationObject<GeometryType::GeometryCollectionWithSingleRigid>::Init(
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Params)->template As<FGeometryCollectionWrapper>();
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const TManagedArray<TUniquePtr<Chaos::FBVHParticles>>& Simplicials =
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Collection->RestCollection->template GetAttribute<TUniquePtr<Chaos::FBVHParticles>>(
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FGeometryDynamicCollection::SimplicialsAttribute, FTransformCollection::TransformGroup);
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EXPECT_EQ(Simplicials.Num(), 1);
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const Chaos::FBVHParticles& Simplicial = *Simplicials[0];
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const TManagedArray<FGeometryDynamicCollection::FSharedImplicit>& Implicits =
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Collection->RestCollection->template GetAttribute<FGeometryDynamicCollection::FSharedImplicit>(
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FGeometryDynamicCollection::ImplicitsAttribute, FTransformCollection::TransformGroup);
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EXPECT_EQ(Implicits.Num(), 1);
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check(Implicits[0]);
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const Chaos::FImplicitObject& Implicit = *Implicits[0];
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// Ensure all simplicial particles are on the surface of the implicit shape.
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check(Implicit.GetType() == Chaos::ImplicitObjectType::LevelSet);
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const Chaos::FLevelSet* LevelSet = static_cast<const Chaos::FLevelSet*>(&Implicit);
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const FReal DxSize = LevelSet->GetGrid().Dx().Size();
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FReal MinX = TNumericLimits<FReal>::Max();
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FReal MinY = TNumericLimits<FReal>::Max();
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FReal MinZ = TNumericLimits<FReal>::Max();
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FReal MaxX = -TNumericLimits<FReal>::Max();
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FReal MaxY = -TNumericLimits<FReal>::Max();
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FReal MaxZ = -TNumericLimits<FReal>::Max();
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for (uint32 Idx = 0; Idx < Simplicial.Size(); ++Idx)
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{
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const FReal phi = Implicit.SignedDistance(Simplicial.X(Idx));
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EXPECT_LT(FMath::Abs(phi), DxSize);
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//EXPECT_LT(FMath::Abs(phi), 0.01f);
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const auto& Pos = Simplicial.X(Idx);
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MinX = MinX < Pos[0] ? MinX : Pos[0];
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MinY = MinY < Pos[1] ? MinY : Pos[1];
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MinZ = MinZ < Pos[2] ? MinZ : Pos[2];
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MaxX = MaxX > Pos[0] ? MaxX : Pos[0];
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MaxY = MaxY > Pos[1] ? MaxY : Pos[1];
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MaxZ = MaxZ > Pos[2] ? MaxZ : Pos[2];
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}
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// Make sure the geometry occupies a volume.
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check(MinX < MaxX);
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check(MinY < MaxY);
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check(MinZ < MaxZ);
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// Cast a ray through the level set, and make sure it's as we expect.
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for(FReal x = 2*MinX; x < 2*MaxX; x += (MaxX-MinX)/10)
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{
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Vec Normal;
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const FReal phi = Implicit.PhiWithNormal(Vec(x, 0, 0), Normal);
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if (x < MinX || MaxX < x)
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{
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check(phi >= -0.01f);
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EXPECT_GT(phi, -0.01f);
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}
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else
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{
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check(phi <= 0.01f);
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EXPECT_LT(phi, 0.01f);
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}
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if (x < MinX/4)
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{
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EXPECT_LT((Normal-Vec(-1,0,0)).Size(), KINDA_SMALL_NUMBER);
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}
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else if (x > MaxX/4)
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{
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EXPECT_LT((Normal - Vec(1, 0, 0)).Size(), KINDA_SMALL_NUMBER);
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}
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}
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}
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}
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