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author | Piotr Dziwinski <piotrdz@gmail.com> | 2013-03-30 15:01:00 +0100 |
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committer | Piotr Dziwinski <piotrdz@gmail.com> | 2013-03-30 15:23:05 +0100 |
commit | e218dcfdf2c58f8841e7ebd220527d08e870a6d5 (patch) | |
tree | a567db04a8a51e2db87f80e259faf222a7d4becd /test/unit/math/geometry_test.cpp | |
parent | bfc701e286259d9a7aa2ff8240704eab2ba3a237 (diff) | |
parent | e607fed265070be8c518d4302d8b76f738421fb3 (diff) | |
download | colobot-e218dcfdf2c58f8841e7ebd220527d08e870a6d5.tar.gz colobot-e218dcfdf2c58f8841e7ebd220527d08e870a6d5.tar.bz2 colobot-e218dcfdf2c58f8841e7ebd220527d08e870a6d5.zip |
Merge branch 'dev'
Merging content from dev
Diffstat (limited to 'test/unit/math/geometry_test.cpp')
-rw-r--r-- | test/unit/math/geometry_test.cpp | 350 |
1 files changed, 350 insertions, 0 deletions
diff --git a/test/unit/math/geometry_test.cpp b/test/unit/math/geometry_test.cpp new file mode 100644 index 0000000..7c3e26a --- /dev/null +++ b/test/unit/math/geometry_test.cpp @@ -0,0 +1,350 @@ +// * This file is part of the COLOBOT source code +// * Copyright (C) 2012, Polish Portal of Colobot (PPC) +// * +// * This program is free software: you can redistribute it and/or modify +// * it under the terms of the GNU General Public License as published by +// * the Free Software Foundation, either version 3 of the License, or +// * (at your option) any later version. +// * +// * This program is distributed in the hope that it will be useful, +// * but WITHOUT ANY WARRANTY; without even the implied warranty of +// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// * GNU General Public License for more details. +// * +// * You should have received a copy of the GNU General Public License +// * along with this program. If not, see http://www.gnu.org/licenses/. + +/* Unit tests for functions in geometry.h */ + +#include "math/func.h" +#include "math/geometry.h" + +#include "gtest/gtest.h" + + +const float TEST_TOLERANCE = 1e-5; + + +// Test for rewritten function RotateAngle() +TEST(GeometryTest, RotateAngleTest) +{ + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(0.0f, 0.0f), 0.0f, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(1.0f, 0.0f), 0.0f, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(1.0f, 1.0f), 0.25f * Math::PI, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(0.0f, 2.0f), 0.5f * Math::PI, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(-0.5f, 0.5f), 0.75f * Math::PI, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(-1.0f, 0.0f), Math::PI, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(-1.0f, -1.0f), 1.25f * Math::PI, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(0.0f, -2.0f), 1.5f * Math::PI, TEST_TOLERANCE)); + + EXPECT_TRUE(Math::IsEqual(Math::RotateAngle(1.0f, -1.0f), 1.75f * Math::PI, TEST_TOLERANCE)); +} + +// Tests for other altered, complex or uncertain functions + +/* + + TODO: write meaningful tests with proper test values + +int TestAngle() +{ + const Math::Vector u(-0.0786076246943884, 0.2231249091714256, -1.1601361718477805); + const Math::Vector v(-1.231228742001907, -1.720549809950561, -0.690468438834111); + + float mathResult = Math::Angle(u, v); + float oldMathResult = Angle(VEC_TO_D3DVEC(u), VEC_TO_D3DVEC(v)); + + if (! Math::IsEqual(mathResult, oldMathResult, TEST_TOLERANCE) ) + return __LINE__; + + return 0; +} + +int TestRotateView() +{ + const Math::Vector center(0.617909142705555, 0.896939729454538, -0.615041943652284); + const float angleH = 44.5; + const float angleV = 12.3; + const float dist = 34.76; + + Math::Vector mathResult = Math::RotateView(center, angleH, angleV, dist); + Math::Vector oldMathResult = D3DVEC_TO_VEC(RotateView(VEC_TO_D3DVEC(center), angleH, angleV, dist)); + + if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLookatPoint() +{ + const Math::Vector eye(-2.451183170579471, 0.241270270546559, -0.490677411454893); + const float angleH = 48.4; + const float angleV = 32.4; + const float length = 74.44; + + Math::Vector mathResult = Math::LookatPoint(eye, angleH, angleV, length); + Math::Vector oldMathResult = D3DVEC_TO_VEC(LookatPoint(VEC_TO_D3DVEC(eye), angleH, angleV, length)); + + if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestProjection() +{ + const Math::Vector a(0.852064846846319, -0.794279497087496, -0.655779805476688); + const Math::Vector b(-0.245838834102304, -0.841115596038861, 0.470457161487799); + const Math::Vector p(2.289326061164255, -0.505511362271196, 0.660204551169491); + + Math::Vector mathResult = Math::Projection(a, b, p); + Math::Vector oldMathResult = D3DVEC_TO_VEC(Projection(VEC_TO_D3DVEC(a), VEC_TO_D3DVEC(b), VEC_TO_D3DVEC(p))); + + if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadViewMatrix() +{ + const Math::Vector from(2.5646013154868874, -0.6058794133917031, -0.0441195127419744); + const Math::Vector at(0.728044925765569, -0.206343977871841, 2.543158236935463); + const Math::Vector worldUp(-1.893738133660711, -1.009584441407070, 0.521745988225582); + + Math::Matrix mathResult; + Math::LoadViewMatrix(mathResult, from, at, worldUp); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DVECTOR fromD3D = VEC_TO_D3DVEC(from); + D3DVECTOR atD3D = VEC_TO_D3DVEC(at); + D3DVECTOR worldUpD3D = VEC_TO_D3DVEC(worldUp); + D3DUtil_SetViewMatrix(mat, fromD3D, atD3D, worldUpD3D); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadProjectionMatrix() +{ + const float fov = 76.3f; + const float aspect = 0.891f; + const float nearPlane = 12.3f; + const float farPlane = 1238.9f; + + Math::Matrix mathResult; + Math::LoadProjectionMatrix(mathResult, fov, aspect, nearPlane, farPlane); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DUtil_SetProjectionMatrix(mat, fov, aspect, nearPlane, farPlane); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadTranslationMatrix() +{ + const Math::Vector translation(-0.3631590720995237, 1.6976327614875211, 0.0148815191502145); + + Math::Matrix mathResult; + Math::LoadTranslationMatrix(mathResult, translation); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DUtil_SetTranslateMatrix(mat, translation.x, translation.y, translation.z); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadScaleMatrix() +{ + const Math::Vector scale(0.612236460285503, -0.635566935025364, -0.254321375332065); + + Math::Matrix mathResult; + Math::LoadScaleMatrix(mathResult, scale); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DUtil_SetScaleMatrix(mat, scale.x, scale.y, scale.z); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadRotationXMatrix() +{ + const float angle = 0.513790685774275; + + Math::Matrix mathResult; + Math::LoadRotationXMatrix(mathResult, angle); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DUtil_SetRotateXMatrix(mat, angle); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadRotationYMatrix() +{ + const float angle = -0.569166650127303; + + Math::Matrix mathResult; + Math::LoadRotationYMatrix(mathResult, angle); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DUtil_SetRotateYMatrix(mat, angle); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadRotationZMatrix() +{ + const float angle = 0.380448034347452; + + Math::Matrix mathResult; + Math::LoadRotationZMatrix(mathResult, angle); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DUtil_SetRotateZMatrix(mat, angle); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadRotationMatrix() +{ + const float angle = -0.987747190637790; + const Math::Vector dir(-0.113024727688331, -0.781265998072571, 1.838972397076884); + + Math::Matrix mathResult; + Math::LoadRotationMatrix(mathResult, dir, angle); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + D3DVECTOR dirD3D = VEC_TO_D3DVEC(dir); + D3DUtil_SetRotationMatrix(mat, dirD3D, angle); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadRotationXZYMatrix() +{ + const Math::Vector angles(-0.841366567984597, -0.100543315396357, 1.610647811559988); + + Math::Matrix mathResult; + Math::LoadRotationXZYMatrix(mathResult, angles); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + MatRotateXZY(mat, VEC_TO_D3DVEC(angles)); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestLoadRotationZXYMatrix() +{ + const Math::Vector angles(0.275558495480206, -0.224328265970090, 0.943077216574253); + + Math::Matrix mathResult; + Math::LoadRotationZXYMatrix(mathResult, angles); + + Math::Matrix oldMathResult; + { + D3DMATRIX mat; + MatRotateZXY(mat, VEC_TO_D3DVEC(angles)); + oldMathResult = D3DMAT_TO_MAT(mat); + } + + if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +int TestTransform() +{ + Math::Matrix transformMatrix( + (float[4][4]) + { + { -0.9282074720977896, 0.6794734970319730, -1.3234304946882685, 0.0925294727863890 }, + { -0.0395527963683484, 0.2897634352353881, 1.9144398570315440, -1.4062267508968478 }, + { 0.9133323625282361, -0.6741836434774530, -0.2188812951424338, -1.0089184339952666 }, + { 0.0f, 0.0f, 0.0f, 1.0f } + } + ); + Math::Vector vector(-0.314596433318370, -0.622681232583150, -0.371307535743574); + + Math::Vector mathResult = Math::Transform(transformMatrix, vector); + Math::Vector oldMathResult = Transform(transformMatrix, vector); + + if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) + return __LINE__; + + return 0; +} + +*/ + |