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-rw-r--r--test/unit/math/geometry_test.cpp352
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diff --git a/test/unit/math/geometry_test.cpp b/test/unit/math/geometry_test.cpp
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+++ b/test/unit/math/geometry_test.cpp
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+// * 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/.
+
+// math/test/geometry_test.cpp
+
+/* 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;
+}
+
+*/
+