// // 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 "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(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); } }; } /* namespace lol */