|
| 1 | +/** |
| 2 | + * @file |
| 3 | + * |
| 4 | + * @author feliwir |
| 5 | + * |
| 6 | + * @brief Set of tests to validate w3d math components |
| 7 | + * |
| 8 | + * @copyright Thyme is free software: you can redistribute it and/or |
| 9 | + * modify it under the terms of the GNU General Public License |
| 10 | + * as published by the Free Software Foundation, either version |
| 11 | + * 2 of the License, or (at your option) any later version. |
| 12 | + * A full copy of the GNU General Public License can be found in |
| 13 | + * LICENSE |
| 14 | + */ |
| 15 | +#include <gtest/gtest.h> |
| 16 | +#include <vector2.h> |
| 17 | +#include <vector3.h> |
| 18 | +#include <vector4.h> |
| 19 | + |
| 20 | +#include <vector2i.h> |
| 21 | +#include <vector3i.h> |
| 22 | + |
| 23 | +#include <matrix3.h> |
| 24 | +#include <matrix4.h> |
| 25 | + |
| 26 | +TEST(w3d_math, vector2) |
| 27 | +{ |
| 28 | + Vector2 a(2.0f, 1.0f); |
| 29 | + |
| 30 | + // Test length |
| 31 | + EXPECT_FLOAT_EQ(a.Length(), GameMath::Sqrt(5.0f)); |
| 32 | + EXPECT_FLOAT_EQ(a.Length2(), 5.0f); |
| 33 | + |
| 34 | + // Test normalize |
| 35 | + auto tmp = a; |
| 36 | + tmp.Normalize(); |
| 37 | + EXPECT_FLOAT_EQ(tmp.Length(), 1.0f); |
| 38 | + |
| 39 | + Vector2 b(0.0f, 2.0f); |
| 40 | + |
| 41 | + // Two notations for dot product |
| 42 | + EXPECT_FLOAT_EQ(Vector2::Dot_Product(a, a), 5.0f); |
| 43 | + EXPECT_FLOAT_EQ(a * a, 5.0f); |
| 44 | + |
| 45 | + EXPECT_FLOAT_EQ(Vector2::Dot_Product(a, b), 2.0f); |
| 46 | + EXPECT_FLOAT_EQ(a * b, 2.0f); |
| 47 | + |
| 48 | + // Test distance |
| 49 | + EXPECT_FLOAT_EQ(Vector2::Distance(a, b), GameMath::Sqrt(5.0f)); |
| 50 | + |
| 51 | + // Test equality operator |
| 52 | + EXPECT_EQ(a, a); |
| 53 | + EXPECT_NE(a, b); |
| 54 | + |
| 55 | + // Test arithmetic |
| 56 | + EXPECT_EQ(Vector2(1.0f, 0.0f) + Vector2(0.0f, 1.0f), Vector2(1.0f, 1.0f)); |
| 57 | + EXPECT_EQ(Vector2(1.0f, 0.0f) - Vector2(0.0f, 1.0f), Vector2(1.0f, -1.0f)); |
| 58 | + EXPECT_EQ(Vector2(1.0f, 0.0f) * 2, Vector2(2.0f, 0.0f)); |
| 59 | + EXPECT_EQ(Vector2(1.0f, 0.0f) / 2, Vector2(0.5f, 0.0f)); |
| 60 | +} |
| 61 | + |
| 62 | +TEST(w3d_math, vector3) |
| 63 | +{ |
| 64 | + Vector3 a(2.0f, 1.0f, 1.0f); |
| 65 | + |
| 66 | + // Test length |
| 67 | + EXPECT_FLOAT_EQ(a.Length(), GameMath::Sqrt(6.0f)); |
| 68 | + EXPECT_FLOAT_EQ(a.Length2(), 6.0f); |
| 69 | + |
| 70 | + // Test normalize |
| 71 | + auto tmp = a; |
| 72 | + tmp.Normalize(); |
| 73 | + EXPECT_FLOAT_EQ(tmp.Length(), 1.0f); |
| 74 | + |
| 75 | + Vector3 b(0.0f, 2.0f, 0.0f); |
| 76 | + |
| 77 | + // Two notations for dot product |
| 78 | + EXPECT_FLOAT_EQ(Vector3::Dot_Product(a, a), 6.0f); |
| 79 | + EXPECT_FLOAT_EQ(a * a, 6.0f); |
| 80 | + |
| 81 | + EXPECT_FLOAT_EQ(Vector3::Dot_Product(a, b), 2.0f); |
| 82 | + EXPECT_FLOAT_EQ(a * b, 2.0f); |
| 83 | + |
| 84 | + // Test distance |
| 85 | + EXPECT_FLOAT_EQ(Vector3::Distance(a, b), GameMath::Sqrt(6.0f)); |
| 86 | + |
| 87 | + // Test equality operator |
| 88 | + EXPECT_EQ(a, a); |
| 89 | + EXPECT_NE(a, b); |
| 90 | + |
| 91 | + // Test arithmetic |
| 92 | + EXPECT_EQ(Vector3(1.0f, 0.0f, 0.0f) + Vector3(0.0f, 1.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f)); |
| 93 | + EXPECT_EQ(Vector3(1.0f, 0.0f, 0.0f) - Vector3(0.0f, 1.0f, 0.0f), Vector3(1.0f, -1.0f, 0.0f)); |
| 94 | + EXPECT_EQ(Vector3(1.0f, 0.0f, 0.0f) * 2, Vector3(2.0f, 0.0f, 0.0f)); |
| 95 | + EXPECT_EQ(Vector3(1.0f, 0.0f, 0.0f) / 2, Vector3(0.5f, 0.0f, 0.0f)); |
| 96 | +} |
| 97 | + |
| 98 | +TEST(w3d_math, vector4) |
| 99 | +{ |
| 100 | + Vector4 a(2.0f, 1.0f, 1.0f, 1.0f); |
| 101 | + |
| 102 | + // Test length |
| 103 | + EXPECT_FLOAT_EQ(a.Length(), GameMath::Sqrt(7.0f)); |
| 104 | + EXPECT_FLOAT_EQ(a.Length2(), 7.0f); |
| 105 | + |
| 106 | + // Test normalize |
| 107 | + auto tmp = a; |
| 108 | + tmp.Normalize(); |
| 109 | + EXPECT_FLOAT_EQ(tmp.Length(), 1.0f); |
| 110 | + |
| 111 | + Vector4 b(0.0f, 2.0f, 0.0f, 0.0f); |
| 112 | + |
| 113 | + // Two notations for dot product |
| 114 | + EXPECT_FLOAT_EQ(Vector4::Dot_Product(a, a), 7.0f); |
| 115 | + EXPECT_FLOAT_EQ(a * a, 7.0f); |
| 116 | + |
| 117 | + EXPECT_FLOAT_EQ(Vector4::Dot_Product(a, b), 2.0f); |
| 118 | + EXPECT_FLOAT_EQ(a * b, 2.0f); |
| 119 | + |
| 120 | + // Test equality operator |
| 121 | + EXPECT_EQ(a, a); |
| 122 | + EXPECT_NE(a, b); |
| 123 | + |
| 124 | + // Test arithmetic |
| 125 | + EXPECT_EQ(Vector4(1.0f, 0.0f, 0.0f, 0.0f) + Vector4(0.0f, 1.0f, 0.0f, 0.0f), Vector4(1.0f, 1.0f, 0.0f, 0.0f)); |
| 126 | + EXPECT_EQ(Vector4(1.0f, 0.0f, 0.0f, 0.0f) - Vector4(0.0f, 1.0f, 0.0f, 0.0f), Vector4(1.0f, -1.0f, 0.0f, 0.0f)); |
| 127 | + EXPECT_EQ(Vector4(1.0f, 0.0f, 0.0f, 0.0f) * 2, Vector4(2.0f, 0.0f, 0.0f, 0.0f)); |
| 128 | + EXPECT_EQ(Vector4(1.0f, 0.0f, 0.0f, 0.0f) / 2, Vector4(0.5f, 0.0f, 0.0f, 0.0f)); |
| 129 | +} |
| 130 | + |
| 131 | +TEST(w3d_math, vector2i) |
| 132 | +{ |
| 133 | + Vector2i a(2, 0); |
| 134 | + |
| 135 | + // Test equality operator |
| 136 | + EXPECT_EQ(a, a); |
| 137 | + EXPECT_NE(a, Vector2i(0, 2)); |
| 138 | +} |
| 139 | + |
| 140 | +TEST(w3d_math, vector3i) |
| 141 | +{ |
| 142 | + Vector3i a(2, 0, 0); |
| 143 | + |
| 144 | + // Test equality operator |
| 145 | + EXPECT_EQ(a, a); |
| 146 | + EXPECT_NE(a, Vector3i(0, 2, 0)); |
| 147 | +} |
| 148 | + |
| 149 | +TEST(w3d_math, matrix3) |
| 150 | +{ |
| 151 | + Matrix3 mat(true); |
| 152 | + mat[0][0] = 2.0f; |
| 153 | + EXPECT_FLOAT_EQ(mat.Determinant(), 2.0f); |
| 154 | + EXPECT_EQ(mat.Get_X_Vector(), Vector3(2.0f, 0.0f, 0.0f)); |
| 155 | + EXPECT_EQ(mat[0], Vector3(2.0f, 0.0f, 0.0f)); |
| 156 | + |
| 157 | + EXPECT_EQ(mat.Get_Y_Vector(), Vector3(0.0f, 1.0f, 0.0f)); |
| 158 | + EXPECT_EQ(mat[1], Vector3(0.0f, 1.0f, 0.0f)); |
| 159 | + |
| 160 | + EXPECT_EQ(mat.Get_Z_Vector(), Vector3(0.0f, 0.0f, 1.0f)); |
| 161 | + EXPECT_EQ(mat[2], Vector3(0.0f, 0.0f, 1.0f)); |
| 162 | + |
| 163 | + Matrix3 trans = mat.Transpose(); |
| 164 | + EXPECT_EQ(trans, mat); |
| 165 | + Matrix3 inv = mat.Inverse(); |
| 166 | + EXPECT_FLOAT_EQ(inv[0][0], 0.5f); |
| 167 | +} |
| 168 | + |
| 169 | +TEST(w3d_math, matrix4) |
| 170 | +{ |
| 171 | + Matrix4 mat(true); |
| 172 | + mat[0][0] = 2.0f; |
| 173 | + EXPECT_FLOAT_EQ(mat.Determinant(), 2.0f); |
| 174 | + EXPECT_EQ(mat[0], Vector4(2.0f, 0.0f, 0.0f, 0.0f)); |
| 175 | + EXPECT_EQ(mat[1], Vector4(0.0f, 1.0f, 0.0f, 0.0f)); |
| 176 | + EXPECT_EQ(mat[2], Vector4(0.0f, 0.0f, 1.0f, 0.0f)); |
| 177 | + EXPECT_EQ(mat[3], Vector4(0.0f, 0.0f, 0.0f, 1.0f)); |
| 178 | + |
| 179 | + Matrix4 trans = mat.Transpose(); |
| 180 | + EXPECT_EQ(trans, mat); |
| 181 | + Matrix4 inv = mat.Inverse(); |
| 182 | + EXPECT_FLOAT_EQ(inv[0][0], 0.5f); |
| 183 | +} |
0 commit comments