// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include "lol/unit.h" namespace lol { LOLUNIT_FIXTURE(MatrixTest) { void SetUp() { id2 = mat2(1.0f); tri2 = mat2(vec2(1.0f, 0.0f), vec2(7.0f, 2.0f)); inv2 = mat2(vec2(4.0f, 3.0f), vec2(3.0f, 2.0f)); id3 = mat3(1.0f); tri3 = mat3(vec3(1.0f, 0.0f, 0.0f), vec3(7.0f, 2.0f, 0.0f), vec3(1.0f, 5.0f, 3.0f)); inv3 = mat3(vec3(2.0f, 3.0f, 5.0f), vec3(3.0f, 2.0f, 3.0f), vec3(9.0f, 5.0f, 7.0f)); id4 = mat4(1.0f); tri4 = mat4(vec4(1.0f, 0.0f, 0.0f, 0.0f), vec4(7.0f, 2.0f, 0.0f, 0.0f), vec4(1.0f, 5.0f, 3.0f, 0.0f), vec4(8.0f, 9.0f, 2.0f, 4.0f)); inv4 = mat4(vec4( 1.0f, 1.0f, 2.0f, -1.0f), vec4(-2.0f, -1.0f, -2.0f, 2.0f), vec4( 4.0f, 2.0f, 5.0f, -4.0f), vec4( 5.0f, -3.0f, -7.0f, -6.0f)); } void TearDown() {} LOLUNIT_TEST(Determinant) { float d1, d2; d1 = determinant(tri2); LOLUNIT_ASSERT_EQUAL(d1, 2.0f); d2 = determinant(inv2); LOLUNIT_ASSERT_EQUAL(d2, -1.0f); d1 = determinant(tri3); LOLUNIT_ASSERT_EQUAL(d1, 6.0f); d2 = determinant(inv3); LOLUNIT_ASSERT_EQUAL(d2, 1.0f); d1 = determinant(tri4); LOLUNIT_ASSERT_EQUAL(d1, 24.0f); d2 = determinant(inv4); LOLUNIT_ASSERT_EQUAL(d2, -1.0f); } LOLUNIT_TEST(Multiplication) { mat4 m0 = id4; mat4 m1 = id4; mat4 m2 = m0 * m1; LOLUNIT_ASSERT_EQUAL(m2[0][0], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[1][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[3][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][1], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[2][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[3][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][2], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[3][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][3], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][3], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][3], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[3][3], 1.0f); } LOLUNIT_TEST(Inverse2x2) { mat2 m0 = inv2; mat2 m1 = inverse(m0); mat2 m2 = m0 * m1; LOLUNIT_ASSERT_EQUAL(m2[0][0], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[1][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][1], 1.0f); } LOLUNIT_TEST(Inverse3x3) { mat3 m0 = inv3; mat3 m1 = inverse(m0); mat3 m2 = m0 * m1; LOLUNIT_ASSERT_EQUAL(m2[0][0], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[1][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][1], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[2][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][2], 1.0f); } LOLUNIT_TEST(Inverse4x4) { mat4 m0 = inv4; mat4 m1 = inverse(m0); mat4 m2 = m0 * m1; LOLUNIT_ASSERT_EQUAL(m2[0][0], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[1][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[3][0], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][1], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[2][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[3][1], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][2], 1.0f); LOLUNIT_ASSERT_EQUAL(m2[3][2], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[0][3], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[1][3], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[2][3], 0.0f); LOLUNIT_ASSERT_EQUAL(m2[3][3], 1.0f); } mat2 tri2, id2, inv2; mat3 tri3, id3, inv3; mat4 tri4, id4, inv4; }; } /* namespace lol */