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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
- // 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 */
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