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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2011 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(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 */
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