// // 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 #include "core.h" #include "lol/unit.h" namespace lol { LOLUNIT_FIXTURE(RealTest) { LOLUNIT_TEST(test_real_from_float) { float a1 = real(0.0f); float a2 = real(-0.0f); float a3 = real(1.0f); float a4 = real(-1.0f); float a5 = real(1.5f); float a6 = real(12345678.0f); LOLUNIT_ASSERT_EQUAL(a1, 0.0f); LOLUNIT_ASSERT_EQUAL(a2, -0.0f); LOLUNIT_ASSERT_EQUAL(a3, 1.0f); LOLUNIT_ASSERT_EQUAL(a4, -1.0f); LOLUNIT_ASSERT_EQUAL(a5, 1.5f); LOLUNIT_ASSERT_EQUAL(a6, 12345678.0f); } LOLUNIT_TEST(test_real_from_double) { double a1 = real(0.0); double a2 = real(-0.0); double a3 = real(1.0); double a4 = real(-1.0); double a5 = real(1.5); double a6 = real(1234567876543210.0); LOLUNIT_ASSERT_DOUBLES_EQUAL(a1, 0.0, 0.0); LOLUNIT_ASSERT_DOUBLES_EQUAL(a2, -0.0, 0.0); LOLUNIT_ASSERT_DOUBLES_EQUAL(a3, 1.0, 0.0); LOLUNIT_ASSERT_DOUBLES_EQUAL(a4, -1.0, 0.0); LOLUNIT_ASSERT_DOUBLES_EQUAL(a5, 1.5, 0.0); LOLUNIT_ASSERT_DOUBLES_EQUAL(a6, 1234567876543210.0, 0.0); } LOLUNIT_TEST(test_real_neg) { float a1 = - real(1.0f); float a2 = - real(-1.0f); float a3 = - real(0.0f); float a4 = - real(-0.0f); LOLUNIT_ASSERT_EQUAL(a1, -1.0f); LOLUNIT_ASSERT_EQUAL(a2, 1.0f); LOLUNIT_ASSERT_EQUAL(a3, -0.0f); LOLUNIT_ASSERT_EQUAL(a4, 0.0f); } LOLUNIT_TEST(test_real_comp) { LOLUNIT_ASSERT(real(1.0f) > real(0.5f)); LOLUNIT_ASSERT(real(1.0f) >= real(0.5f)); LOLUNIT_ASSERT(real(1.0f) >= real(1.0f)); LOLUNIT_ASSERT(real(-1.0f) < real(-0.5f)); LOLUNIT_ASSERT(real(-1.0f) <= real(-0.5f)); LOLUNIT_ASSERT(real(-1.0f) <= real(-1.0f)); LOLUNIT_ASSERT(real(-1.0f) < real(0.5f)); LOLUNIT_ASSERT(real(-0.5f) < real(1.0f)); LOLUNIT_ASSERT(real(-1.0f) <= real(0.5f)); LOLUNIT_ASSERT(real(-0.5f) <= real(1.0f)); LOLUNIT_ASSERT(real(1.0f) > real(-0.5f)); LOLUNIT_ASSERT(real(0.5f) > real(-1.0f)); LOLUNIT_ASSERT(real(1.0f) >= real(-0.5f)); LOLUNIT_ASSERT(real(0.5f) >= real(-1.0f)); } LOLUNIT_TEST(test_real_add) { float a1 = real(1.0f) + real(0.0f); float a2 = real(0.0f) + real(1.0f); float a3 = real(1.0f) + real(1.0f); float a4 = real(-1.0f) + real(-1.0f); float a5 = real(1.0f) + real(0.125f); LOLUNIT_ASSERT_EQUAL(a1, 1.0f); LOLUNIT_ASSERT_EQUAL(a2, 1.0f); LOLUNIT_ASSERT_EQUAL(a3, 2.0f); LOLUNIT_ASSERT_EQUAL(a4, -2.0f); LOLUNIT_ASSERT_EQUAL(a5, 1.125f); } LOLUNIT_TEST(test_real_sub) { float a1 = real(1.0f) + real(1e20f) - real(1e20f); LOLUNIT_ASSERT_EQUAL(a1, 1.0f); } LOLUNIT_TEST(test_real_mul) { real x(1.25f); real y(1.5f); real z(1.99999f); real w(-1.5f); float m1 = x * x; float m2 = y * y; float m3 = z * z; float m4 = w * w; LOLUNIT_ASSERT_EQUAL(m1, 1.25f * 1.25f); LOLUNIT_ASSERT_EQUAL(m2, 1.5f * 1.5f); LOLUNIT_ASSERT_EQUAL(m3, 1.99999f * 1.99999f); LOLUNIT_ASSERT_EQUAL(m4, -1.5f * -1.5f); } LOLUNIT_TEST(test_real_div) { real a1(1.0f); real a2(2.0f); float m1 = a1 / a1; float m2 = a2 / a1; float m3 = a1 / a2; float m4 = a2 / a2; LOLUNIT_ASSERT_EQUAL(m1, 1.0f); LOLUNIT_ASSERT_EQUAL(m2, 2.0f); LOLUNIT_ASSERT_EQUAL(m3, 0.5f); LOLUNIT_ASSERT_EQUAL(m4, 1.0f); } }; } /* namespace lol */