// // 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(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(VectorInit) { vec2 a { 1.f, 2.f }; LOLUNIT_ASSERT_EQUAL(1.f, a.x); LOLUNIT_ASSERT_EQUAL(2.f, a.y); vec3 b { 1.f, 2.f, 3.f }; LOLUNIT_ASSERT_EQUAL(1.f, b.x); LOLUNIT_ASSERT_EQUAL(2.f, b.y); LOLUNIT_ASSERT_EQUAL(3.f, b.z); vec4 c { 1.f, 2.f, 3.f, 4.f }; LOLUNIT_ASSERT_EQUAL(1.f, c.x); LOLUNIT_ASSERT_EQUAL(2.f, c.y); LOLUNIT_ASSERT_EQUAL(3.f, c.z); LOLUNIT_ASSERT_EQUAL(4.f, c.w); vec_t d { 1.f, 2.f, 3.f, 4.f, 5.f }; LOLUNIT_ASSERT_EQUAL(1.f, d[0]); LOLUNIT_ASSERT_EQUAL(2.f, d[1]); LOLUNIT_ASSERT_EQUAL(3.f, d[2]); LOLUNIT_ASSERT_EQUAL(4.f, d[3]); LOLUNIT_ASSERT_EQUAL(5.f, d[4]); LOLUNIT_ASSERT_EQUAL(0.f, d[5]); LOLUNIT_ASSERT_EQUAL(0.f, d[6]); LOLUNIT_ASSERT_EQUAL(0.f, d[7]); LOLUNIT_ASSERT_EQUAL(0.f, d[8]); LOLUNIT_ASSERT_EQUAL(0.f, d[9]); } 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(VectorSwizzleMul) { ivec3 a(1, 2, 3); ivec3 b = a * 2; LOLUNIT_ASSERT_EQUAL(b.x, 2); LOLUNIT_ASSERT_EQUAL(b.y, 4); LOLUNIT_ASSERT_EQUAL(b.z, 6); ivec3 c = (ivec3)a.zyx * 2; LOLUNIT_ASSERT_EQUAL(c.x, 6); LOLUNIT_ASSERT_EQUAL(c.y, 4); LOLUNIT_ASSERT_EQUAL(c.z, 2); ivec3 d = 2 * (ivec3)a.zyx; LOLUNIT_ASSERT_EQUAL(d.x, 6); LOLUNIT_ASSERT_EQUAL(d.y, 4); LOLUNIT_ASSERT_EQUAL(d.z, 2); ivec3 e = a.zyx * 2; LOLUNIT_ASSERT_EQUAL(e.x, 6); LOLUNIT_ASSERT_EQUAL(e.y, 4); LOLUNIT_ASSERT_EQUAL(e.z, 2); ivec3 f = 2 * a.zyx; LOLUNIT_ASSERT_EQUAL(f.x, 6); LOLUNIT_ASSERT_EQUAL(f.y, 4); LOLUNIT_ASSERT_EQUAL(f.z, 2); } 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); } LOLUNIT_TEST(LargeVectors) { vec_t v0(0); vec_t v1(1); vec_t v2(2); vec_t v3(3); auto va = v0 + v3; auto vb = v1 + v2; LOLUNIT_ASSERT(va == vb); } LOLUNIT_TEST(VectorIterator) { vec4 v4(1.125f, 1.25f, 1.375f, 1.25f); for (auto x : v4) { LOLUNIT_ASSERT_GREATER(x, 1.0f); LOLUNIT_ASSERT_LESS(x, 1.5f); } for (auto &x : v4) { LOLUNIT_ASSERT_GREATER(x, 1.0f); LOLUNIT_ASSERT_LESS(x, 1.5f); } for (auto x : v4.zywx) { LOLUNIT_ASSERT_GREATER(x, 1.0f); LOLUNIT_ASSERT_LESS(x, 1.5f); } vec4 const &v4c = v4; for (auto x : v4c) { LOLUNIT_ASSERT_GREATER(x, 1.0f); LOLUNIT_ASSERT_LESS(x, 1.5f); } for (auto &x : v4c) { LOLUNIT_ASSERT_GREATER(x, 1.0f); LOLUNIT_ASSERT_LESS(x, 1.5f); } } }; } /* namespace lol */