// // 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) { public: 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(test_vec_eq) { vec2 a2(1.0f, 2.0f); vec2 b2(0.0f, 2.0f); vec2 c2(1.0f, 0.0f); LOLUNIT_ASSERT(a2 == a2); LOLUNIT_ASSERT(!(a2 != a2)); LOLUNIT_ASSERT(a2 != b2); LOLUNIT_ASSERT(!(a2 == b2)); LOLUNIT_ASSERT(a2 != c2); LOLUNIT_ASSERT(!(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(a3 == a3); LOLUNIT_ASSERT(!(a3 != a3)); LOLUNIT_ASSERT(a3 != b3); LOLUNIT_ASSERT(!(a3 == b3)); LOLUNIT_ASSERT(a3 != c3); LOLUNIT_ASSERT(!(a3 == c3)); LOLUNIT_ASSERT(a3 != d3); LOLUNIT_ASSERT(!(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(a4 == a4); LOLUNIT_ASSERT(!(a4 != a4)); LOLUNIT_ASSERT(a4 != b4); LOLUNIT_ASSERT(!(a4 == b4)); LOLUNIT_ASSERT(a4 != c4); LOLUNIT_ASSERT(!(a4 == c4)); LOLUNIT_ASSERT(a4 != d4); LOLUNIT_ASSERT(!(a4 == d4)); LOLUNIT_ASSERT(a4 != e4); LOLUNIT_ASSERT(!(a4 == e4)); } LOLUNIT_TEST(test_vec_lt) { 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(a2 <= a2); LOLUNIT_ASSERT(!(a2 < a2)); LOLUNIT_ASSERT(!(a2 <= b2)); LOLUNIT_ASSERT(!(a2 < b2)); LOLUNIT_ASSERT(!(a2 <= c2)); LOLUNIT_ASSERT(!(a2 < c2)); LOLUNIT_ASSERT(!(a2 <= d2)); LOLUNIT_ASSERT(!(a2 < d2)); LOLUNIT_ASSERT(a2 <= e2); LOLUNIT_ASSERT(!(a2 < e2)); LOLUNIT_ASSERT(a2 <= f2); LOLUNIT_ASSERT(a2 < f2); } LOLUNIT_TEST(test_vec_unary) { vec2 a(1.0f, 3.0f); vec2 b(-1.0f, -3.0f); LOLUNIT_ASSERT(a == -b); LOLUNIT_ASSERT(-a == b); } LOLUNIT_TEST(test_vec_cast) { 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(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(a3 == a1); } LOLUNIT_TEST(test_mat_det) { float d1 = triangular.det(); LOLUNIT_ASSERT_EQUAL(d1, 24.0f); float d2 = invertible.det(); LOLUNIT_ASSERT_EQUAL(d2, -1.0f); } LOLUNIT_TEST(test_mat_mul) { 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(test_mat_inv) { 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); } private: mat4 triangular, identity, invertible; }; } /* namespace lol */