//
// Lol Engine
//
// Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
//   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 "core.h"
#include "lol/unit.h"

namespace lol
{

LOLUNIT_FIXTURE(VectorTest)
{
    void SetUp() {}

    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(VectorSwizzle)
    {
        vec3 a(1.0f, 2.0f, 3.0f);
        vec3 b(4.0f, 5.0f, 6.0f);
        vec3 c;

        c = a;
        c.x = b.y;
        LOLUNIT_ASSERT_EQUAL(c.x, 5.0f);
        LOLUNIT_ASSERT_EQUAL(c.y, 2.0f);
        LOLUNIT_ASSERT_EQUAL(c.z, 3.0f);

#if 0 /* Visual Studio doesn't support these yet. */
        c = a;
        c.xy = b.yz;
        LOLUNIT_ASSERT_EQUAL(c.x, 5.0f);
        LOLUNIT_ASSERT_EQUAL(c.y, 6.0f);
        LOLUNIT_ASSERT_EQUAL(c.z, 3.0f);

        c = a;
        c.xy = b.zz;
        LOLUNIT_ASSERT_EQUAL(c.x, 6.0f);
        LOLUNIT_ASSERT_EQUAL(c.y, 6.0f);
        LOLUNIT_ASSERT_EQUAL(c.z, 3.0f);

        c = a;
        c.xz = b.xy;
        LOLUNIT_ASSERT_EQUAL(c.x, 4.0f);
        LOLUNIT_ASSERT_EQUAL(c.y, 2.0f);
        LOLUNIT_ASSERT_EQUAL(c.z, 5.0f);

        c = a;
        c.xz = b.xz;
        LOLUNIT_ASSERT_EQUAL(c.x, 4.0f);
        LOLUNIT_ASSERT_EQUAL(c.y, 2.0f);
        LOLUNIT_ASSERT_EQUAL(c.z, 6.0f);

        c = a;
        c.xz = c.zy = b.yx;
        LOLUNIT_ASSERT_EQUAL(c.x, 5.0f);
        LOLUNIT_ASSERT_EQUAL(c.y, 4.0f);
        LOLUNIT_ASSERT_EQUAL(c.z, 4.0f);
#endif
    }

    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, 0.0f);
        vec2 a2(b.xy);
        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, 0.0f, 0.0f);
        vec2 a3(c.xy);
        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(Orthogonal)
    {
        vec3 a(1.f, 0.f, 0.f);
        vec3 b(0.f, 1.f, 0.f);
        vec3 c(0.f, 0.f, 1.f);

        LOLUNIT_ASSERT_DOUBLES_EQUAL(dot(orthogonal(a), a), 0.f, 1e-6f);
        LOLUNIT_ASSERT_DOUBLES_EQUAL(dot(orthogonal(b), b), 0.f, 1e-6f);
        LOLUNIT_ASSERT_DOUBLES_EQUAL(dot(orthogonal(c), c), 0.f, 1e-6f);

        /* The length of the orthogonal vector should be at least
         * sqrt(2)/2 times the length of the original vector. */
        LOLUNIT_ASSERT_GREATER(length(orthogonal(a)), 0.7f);
        LOLUNIT_ASSERT_GREATER(length(orthogonal(b)), 0.7f);
        LOLUNIT_ASSERT_GREATER(length(orthogonal(c)), 0.7f);

        LOLUNIT_ASSERT_DOUBLES_EQUAL(dot(orthonormal(a), a), 0.f, 1e-6f);
        LOLUNIT_ASSERT_DOUBLES_EQUAL(dot(orthonormal(b), b), 0.f, 1e-6f);
        LOLUNIT_ASSERT_DOUBLES_EQUAL(dot(orthonormal(c), c), 0.f, 1e-6f);

        /* The length of the orthonormal vector should be 1. */
        LOLUNIT_ASSERT_DOUBLES_EQUAL(length(orthonormal(a)), 1.f, 1e-6f);
        LOLUNIT_ASSERT_DOUBLES_EQUAL(length(orthonormal(b)), 1.f, 1e-6f);
        LOLUNIT_ASSERT_DOUBLES_EQUAL(length(orthonormal(c)), 1.f, 1e-6f);
    }
};

} /* namespace lol */