// // Lol Engine // // Copyright: (c) 2010-2011 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://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "core.h" #include "lol/unit.h" namespace lol { LOLUNIT_FIXTURE(MatrixTest) { void SetUp() { identity = mat4(1.0f); triangular = 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)); invertible = 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(VectorEquality) { vec2 a2(1.0f, 2.0f); vec2 b2(0.0f, 2.0f); vec2 c2(1.0f, 0.0f); LOLUNIT_ASSERT_EQUAL(a2, a2); LOLUNIT_ASSERT_NOT_DIFFERENT(a2, a2); LOLUNIT_ASSERT_DIFFERENT(a2, b2); LOLUNIT_ASSERT_NOT_EQUAL(a2, b2); LOLUNIT_ASSERT_DIFFERENT(a2, c2); LOLUNIT_ASSERT_NOT_EQUAL(a2, c2); vec3 a3(1.0f, 2.0f, 3.0f); vec3 b3(0.0f, 2.0f, 3.0f); vec3 c3(1.0f, 0.0f, 3.0f); vec3 d3(1.0f, 2.0f, 0.0f); LOLUNIT_ASSERT_EQUAL(a3, a3); LOLUNIT_ASSERT_NOT_DIFFERENT(a3, a3); LOLUNIT_ASSERT_DIFFERENT(a3, b3); LOLUNIT_ASSERT_NOT_EQUAL(a3, b3); LOLUNIT_ASSERT_DIFFERENT(a3, c3); LOLUNIT_ASSERT_NOT_EQUAL(a3, c3); LOLUNIT_ASSERT_DIFFERENT(a3, d3); LOLUNIT_ASSERT_NOT_EQUAL(a3, d3); vec4 a4(1.0f, 2.0f, 3.0f, 4.0f); vec4 b4(0.0f, 2.0f, 3.0f, 4.0f); vec4 c4(1.0f, 0.0f, 3.0f, 4.0f); vec4 d4(1.0f, 2.0f, 0.0f, 4.0f); vec4 e4(1.0f, 2.0f, 3.0f, 0.0f); LOLUNIT_ASSERT_EQUAL(a4, a4); LOLUNIT_ASSERT_NOT_DIFFERENT(a4, a4); LOLUNIT_ASSERT_DIFFERENT(a4, b4); LOLUNIT_ASSERT_NOT_EQUAL(a4, b4); LOLUNIT_ASSERT_DIFFERENT(a4, c4); LOLUNIT_ASSERT_NOT_EQUAL(a4, c4); LOLUNIT_ASSERT_DIFFERENT(a4, d4); LOLUNIT_ASSERT_NOT_EQUAL(a4, d4); LOLUNIT_ASSERT_DIFFERENT(a4, e4); LOLUNIT_ASSERT_NOT_EQUAL(a4, e4); } LOLUNIT_TEST(VectorInequality) { vec2 a2(1.0f, 3.0f); vec2 b2(0.0f, 0.0f); vec2 c2(1.0f, 1.0f); vec2 d2(2.0f, 2.0f); vec2 e2(3.0f, 3.0f); vec2 f2(4.0f, 4.0f); LOLUNIT_ASSERT_LEQUAL(a2, a2); LOLUNIT_ASSERT_NOT_LESS(a2, a2); LOLUNIT_ASSERT_NOT_LEQUAL(a2, b2); LOLUNIT_ASSERT_NOT_LESS(a2, b2); LOLUNIT_ASSERT_NOT_LEQUAL(a2, c2); LOLUNIT_ASSERT_NOT_LESS(a2, c2); LOLUNIT_ASSERT_NOT_LEQUAL(a2, d2); LOLUNIT_ASSERT_NOT_LESS(a2, d2); LOLUNIT_ASSERT_LEQUAL(a2, e2); LOLUNIT_ASSERT_NOT_LESS(a2, e2); LOLUNIT_ASSERT_LEQUAL(a2, f2); LOLUNIT_ASSERT_LESS(a2, f2); } LOLUNIT_TEST(VectorUnaryMinus) { vec2 a(1.0f, 3.0f); vec2 b(-1.0f, -3.0f); LOLUNIT_ASSERT_EQUAL(a, -b); LOLUNIT_ASSERT_EQUAL(-a, b); } LOLUNIT_TEST(CastVector) { vec2 a1(1.0f, 3.0f); vec3 b(a1); vec2 a2(b); LOLUNIT_ASSERT_EQUAL(b.x, a1.x); LOLUNIT_ASSERT_EQUAL(b.y, a1.y); LOLUNIT_ASSERT_EQUAL(b.z, 0.0f); LOLUNIT_ASSERT_EQUAL(a2, a1); vec4 c(a1); vec2 a3(c); LOLUNIT_ASSERT_EQUAL(c.x, a1.x); LOLUNIT_ASSERT_EQUAL(c.y, a1.y); LOLUNIT_ASSERT_EQUAL(c.z, 0.0f); LOLUNIT_ASSERT_EQUAL(c.w, 0.0f); LOLUNIT_ASSERT_EQUAL(a3, a1); } LOLUNIT_TEST(MatrixDeterminant) { float d1 = triangular.det(); LOLUNIT_ASSERT_EQUAL(d1, 24.0f); float d2 = invertible.det(); LOLUNIT_ASSERT_EQUAL(d2, -1.0f); } LOLUNIT_TEST(MatrixMultiplication) { mat4 m0 = identity; mat4 m1 = identity; 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(MatrixInverse) { mat4 m0 = invertible; mat4 m1 = m0.invert(); 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); } mat4 triangular, identity, invertible; }; } /* namespace lol */