// // Lol Engine // // Copyright: (c) 2010-2012 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(RotationTest) { void SetUp() {} void TearDown() {} LOLUNIT_TEST(Rotate2D) { /* Check that rotation is CCW */ mat2 m90 = mat2::rotate(90.f); vec2 a(2.f, 3.f); vec2 b = m90 * a; LOLUNIT_ASSERT_DOUBLES_EQUAL(b.x, -a.y, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(b.y, a.x, 1e-5); } LOLUNIT_TEST(Compose2D) { /* Check that rotating 20 degrees twice means rotating 40 degrees */ mat2 m20 = mat2::rotate(20.f); mat2 m40 = mat2::rotate(40.f); mat2 m20x20 = m20 * m20; LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][0], m40[0][0], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][0], m40[1][0], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][1], m40[0][1], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][1], m40[1][1], 1e-5); } LOLUNIT_TEST(Rotate3D) { /* Check that rotation is CCW around each axis */ mat3 m90x = mat3::rotate(90.f, 1.f, 0.f, 0.f); mat3 m90y = mat3::rotate(90.f, 0.f, 1.f, 0.f); mat3 m90z = mat3::rotate(90.f, 0.f, 0.f, 1.f); vec3 a(2.f, 3.f, 4.f); vec3 b = m90x * a; vec3 c = m90y * a; vec3 d = m90z * a; LOLUNIT_ASSERT_DOUBLES_EQUAL(b.x, a.x, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(b.y, -a.z, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(b.z, a.y, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(c.x, a.z, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(c.y, a.y, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(c.z, -a.x, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(d.x, -a.y, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(d.y, a.x, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(d.z, a.z, 1e-5); } LOLUNIT_TEST(Compose3D) { /* Check that rotating 20 degrees twice means rotating 40 degrees */ mat3 m20 = mat3::rotate(20.f, 1.f, 2.f, 3.f); mat3 m40 = mat3::rotate(40.f, 1.f, 2.f, 3.f); mat3 m20x20 = m20 * m20; LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][0], m40[0][0], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][0], m40[1][0], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[2][0], m40[2][0], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][1], m40[0][1], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][1], m40[1][1], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[2][1], m40[2][1], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][2], m40[0][2], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][2], m40[1][2], 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[2][2], m40[2][2], 1e-5); } LOLUNIT_TEST(QuaternionTransform) { /* Check that rotating using a quaternion is the same as rotating * using a matrix */ mat3 m20 = mat3::rotate(20.f, 1.f, 2.f, 3.f); quat q20 = quat::rotate(20.f, 1.f, 2.f, 3.f); vec3 a(-2.f, 4.f, 3.f); vec3 b = m20 * a; vec3 c = q20.transform(a); LOLUNIT_ASSERT_DOUBLES_EQUAL(c.x, b.x, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(c.y, b.y, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(c.z, b.z, 1e-5); } LOLUNIT_TEST(QuaternionFromMatrix) { quat q1 = quat::rotate(20.f, 1.f, 2.f, 3.f); quat q2 = quat(mat3::rotate(20.f, 1.f, 2.f, 3.f)); LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.w, q1.w, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.x, q1.x, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.y, q1.y, 1e-5); LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.z, q1.z, 1e-5); } }; } /* namespace lol */