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/****************************************************************************
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*
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* Copyright (C) 2018-2019 PX4 Development Team. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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/**
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* @file test_bezierQuad.cpp
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* Test for Bezier curve computation.
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*/
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#include <unit_test.h>
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#include <float.h>
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#include <stdlib.h>
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#include <time.h>
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#include "../../lib/bezier/BezierQuad.hpp"
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class BezierQuadTest : public UnitTest
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{
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public:
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virtual bool run_tests();
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private:
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bool _get_states_from_time();
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bool _get_arc_length();
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bool _set_bez_from_vel();
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float random(float min, float max);
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};
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bool BezierQuadTest::run_tests()
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{
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ut_run_test(_get_states_from_time);
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ut_run_test(_get_arc_length);
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ut_run_test(_set_bez_from_vel);
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return (_tests_failed == 0);
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}
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bool BezierQuadTest::_get_states_from_time()
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{
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// symmetric around 0
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matrix::Vector3f pt0(-0.5f, 0.0f, 0.0f);
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matrix::Vector3f ctrl(0.0f, 0.5f, 0.0f);
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matrix::Vector3f pt1(0.5f, 0.0f, 0.0f);
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// create bezier with default t = [0,1]
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bezier::BezierQuad_f bz(pt0, ctrl, pt1);
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matrix::Vector3f pos, vel, acc;
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float precision = 0.00001;
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// states at time = 0
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bz.getStates(pos, vel, acc, 0.0f);
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ut_compare_float("pos[0] not equal pt0[0]", pos(0), pt0(0), precision);
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ut_compare_float("pos[1] not equal pt0[1]", pos(1), pt0(1), precision);
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ut_compare_float("pos[2] not equal pt0[2]", pos(2), pt0(2), precision);
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ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
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ut_compare_float("slope not equal 1", vel(1), 1.0f, precision);
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ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
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ut_compare_float("acc not equal 0", acc(0), 0.0f, precision);
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ut_compare_float("acc not equal 1", acc(1), -2.0f, precision);
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ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
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// states at time = 1
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bz.getStates(pos, vel, acc, 1.0f);
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ut_compare_float("pos[0] not equal pt1[0]", pos(0), pt1(0), precision);
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ut_compare_float("pos[1] not equal pt1[1]", pos(1), pt1(1), precision);
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ut_compare_float("pos[2] not equal pt1[2]", pos(2), pt1(2), precision);
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ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
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ut_compare_float("slope not equal -1", vel(1), -1.0f, precision);
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ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
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ut_compare_float("acc not equal 0", acc(0), 0.0f, precision);
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ut_compare_float("acc not equal 1", acc(1), -2.0f, precision);
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ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
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// states at time = 0.5
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bz.getStates(pos, vel, acc, 0.50f);
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// pos must be equal to ctrl(0) and lower than ctrl(1)
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ut_compare_float("pos[0] not equal ctrl[0]", pos(0), ctrl(0), precision);
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ut_assert_true(pos(1) < ctrl(1));
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ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
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ut_compare_float("slope not equal -1", vel(1), 0.0f, precision);
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ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
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ut_compare_float("acc not equal 0", acc(0), 0.0f, precision);
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ut_compare_float("acc not equal -2", acc(1), -2.0f, precision);
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ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
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// acceleration
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pt0 = matrix::Vector3f(0.0f, 0.0f, 0.0f);
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ctrl = matrix::Vector3f(0.0f, 0.0f, 0.0f);
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pt1 = matrix::Vector3f(1.0f, 0.0f, 0.0f);
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// create bezier with default t = [0,1]
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bz.setBezier(pt0, ctrl, pt1, 1.0f);
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// states at time = 0.0
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bz.getStates(pos, vel, acc, 0.0f);
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ut_compare_float("pos[0] not equal pt0[0]", pos(0), pt0(0), precision);
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ut_compare_float("pos[1] not equal pt0[1]", pos(1), pt0(1), precision);
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ut_compare_float("pos[2] not equal pt0[2]", pos(2), pt0(2), precision);
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ut_compare_float("slope not equal 0", vel(0), 0.0f, precision);
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ut_compare_float("slope not equal 0", vel(1), 0.0f, precision);
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ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
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ut_compare_float("acc not equal 2", acc(0), 2.0f, precision);
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ut_compare_float("acc not equal 0", acc(1), 0.0f, precision);
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ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
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// states at time = 1.0
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bz.getStates(pos, vel, acc, 1.0f);
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ut_compare_float("pos[0] not equal pt1[0]", pos(0), pt1(0), precision);
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ut_compare_float("pos[1] not equal pt1[1]", pos(1), pt1(1), precision);
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ut_compare_float("pos[2] not equal pt1[2]", pos(2), pt1(2), precision);
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ut_compare_float("slope not equal 2", vel(0), 2.0f, precision);
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ut_compare_float("slope not equal 0", vel(1), 0.0f, precision);
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ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
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ut_compare_float("acc not equal 2", acc(0), 2.0f, precision);
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ut_compare_float("acc not equal 0", acc(1), 0.0f, precision);
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ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
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// states at time = 0.5
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bz.getStates(pos, vel, acc, 0.5f);
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ut_compare_float("slope not equal 1", vel(0), 1.0f, precision);
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ut_compare_float("slope not equal 0", vel(1), 0.0f, precision);
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ut_compare_float("slope not equal 0", vel(2), 0.0f, precision);
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ut_compare_float("acc not equal 2", acc(0), 2.0f, precision);
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ut_compare_float("acc not equal 0", acc(1), 0.0f, precision);
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ut_compare_float("acc not equal 0", acc(2), 0.0f, precision);
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return true;
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}
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bool BezierQuadTest::_get_arc_length()
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{
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// create random numbers
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srand(0); // choose a constant to make it deterministic
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float min = -50.f;
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float max = 50.f;
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float resolution = 0.1f;
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matrix::Vector3f pt0, pt1, ctrl;
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float duration, arc_length, triangle_length, straigth_length;
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float T = 100.0f;
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// loop trough different control points 100x and check if arc_length is in the expected range
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for (int i = 0; i < 100 ; i++) {
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// random bezier point
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pt0 = matrix::Vector3f(random(min, max), random(min, max), random(min, max));
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pt1 = matrix::Vector3f(random(min, max), random(min, max), random(min, max));
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ctrl = matrix::Vector3f(random(min, max), random(min, max), random(min, max));
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// use for each test a new duration
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duration = random(0.0f, T);
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// create bezier
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bezier::BezierQuad_f bz(pt0, ctrl, pt1, duration);
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// compute arc length, triangle length and straigh length
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arc_length = bz.getArcLength(resolution);
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triangle_length = (ctrl - pt0).length() + (pt1 - ctrl).length();
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straigth_length = (pt1 - pt0).length();
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// we also compute length from going point to point and add segment
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float time_increment = duration / T;
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float t = 0.0f + time_increment;
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matrix::Vector3f p0 = pt0;
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float sum_segments = 0.0f;
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for (int s = 0; s < (int)T; s++) {
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matrix::Vector3f nextpt = bz.getPoint(t);
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sum_segments = (nextpt - p0).length() + sum_segments;
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p0 = bz.getPoint(t);
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t = t + time_increment;
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}
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// test comparisons
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ut_assert_true((triangle_length >= arc_length) && (arc_length >= straigth_length)
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&& (fabsf(arc_length - sum_segments) < 1.f));
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}
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return true;
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}
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bool BezierQuadTest::_set_bez_from_vel()
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{
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// create random numbers
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srand(100); // choose a constant to make it deterministic
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float low = -50.0f;
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float max = 50.0f;
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float precision = 0.001f;
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for (int i = 0; i < 20; i++) {
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// set velocity
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matrix::Vector3f ctrl(random(low, max), random(low, max), random(low, max));
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matrix::Vector3f vel0(random(low, max), random(low, max), random(low, max));
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matrix::Vector3f vel1(random(low, max), random(low, max), random(low, max));
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float duration = random(0.0f, 100.0f);
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bezier::BezierQuad_f bz;;
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bz.setBezFromVel(ctrl, vel0, vel1, duration);
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// get velocity back
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matrix::Vector3f v0 = bz.getVelocity(0.0f);
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matrix::Vector3f v1 = bz.getVelocity(duration);
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ut_compare_float("", vel0(0), v0(0), precision);
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ut_compare_float("", vel1(0), v1(0), precision);
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ut_compare_float("", vel0(1), v0(1), precision);
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ut_compare_float("", vel1(1), v1(1), precision);
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ut_compare_float("", vel0(2), v0(2), precision);
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ut_compare_float("", vel1(2), v1(2), precision);
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}
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return true;
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}
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float BezierQuadTest::random(float min, float max)
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{
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float s = rand() / (float)RAND_MAX;
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return (min + s * (max - min));
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}
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ut_declare_test_c(test_bezierQuad, BezierQuadTest)
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