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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include "core.h"
  14. #include "lol/unit.h"
  15. namespace lol
  16. {
  17. LOLUNIT_FIXTURE(RotationTest)
  18. {
  19. void SetUp() {}
  20. void TearDown() {}
  21. LOLUNIT_TEST(Rotate2D)
  22. {
  23. /* Rotations must be CCW */
  24. mat2 m90 = mat2::rotate(90.f);
  25. vec2 a(2.f, 3.f);
  26. vec2 b = m90 * a;
  27. LOLUNIT_ASSERT_DOUBLES_EQUAL(b.x, -a.y, 1e-5);
  28. LOLUNIT_ASSERT_DOUBLES_EQUAL(b.y, a.x, 1e-5);
  29. }
  30. LOLUNIT_TEST(Compose2D)
  31. {
  32. /* Rotating 20 degrees twice must equal rotating 40 degrees */
  33. mat2 m20 = mat2::rotate(20.f);
  34. mat2 m40 = mat2::rotate(40.f);
  35. mat2 m20x20 = m20 * m20;
  36. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][0], m40[0][0], 1e-5);
  37. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][0], m40[1][0], 1e-5);
  38. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][1], m40[0][1], 1e-5);
  39. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][1], m40[1][1], 1e-5);
  40. }
  41. LOLUNIT_TEST(Rotate3D)
  42. {
  43. /* Rotations must be CCW along each axis */
  44. mat3 m90x = mat3::rotate(90.f, 1.f, 0.f, 0.f);
  45. mat3 m90y = mat3::rotate(90.f, 0.f, 1.f, 0.f);
  46. mat3 m90z = mat3::rotate(90.f, 0.f, 0.f, 1.f);
  47. vec3 a(2.f, 3.f, 4.f);
  48. vec3 b = m90x * a;
  49. vec3 c = m90y * a;
  50. vec3 d = m90z * a;
  51. LOLUNIT_ASSERT_DOUBLES_EQUAL(b.x, a.x, 1e-5);
  52. LOLUNIT_ASSERT_DOUBLES_EQUAL(b.y, -a.z, 1e-5);
  53. LOLUNIT_ASSERT_DOUBLES_EQUAL(b.z, a.y, 1e-5);
  54. LOLUNIT_ASSERT_DOUBLES_EQUAL(c.x, a.z, 1e-5);
  55. LOLUNIT_ASSERT_DOUBLES_EQUAL(c.y, a.y, 1e-5);
  56. LOLUNIT_ASSERT_DOUBLES_EQUAL(c.z, -a.x, 1e-5);
  57. LOLUNIT_ASSERT_DOUBLES_EQUAL(d.x, -a.y, 1e-5);
  58. LOLUNIT_ASSERT_DOUBLES_EQUAL(d.y, a.x, 1e-5);
  59. LOLUNIT_ASSERT_DOUBLES_EQUAL(d.z, a.z, 1e-5);
  60. }
  61. LOLUNIT_TEST(Compose3D)
  62. {
  63. /* Rotating 20 degrees twice must equal rotating 40 degrees */
  64. mat3 m20 = mat3::rotate(20.f, 1.f, 2.f, 3.f);
  65. mat3 m40 = mat3::rotate(40.f, 1.f, 2.f, 3.f);
  66. mat3 m20x20 = m20 * m20;
  67. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][0], m40[0][0], 1e-5);
  68. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][0], m40[1][0], 1e-5);
  69. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[2][0], m40[2][0], 1e-5);
  70. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][1], m40[0][1], 1e-5);
  71. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][1], m40[1][1], 1e-5);
  72. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[2][1], m40[2][1], 1e-5);
  73. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[0][2], m40[0][2], 1e-5);
  74. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[1][2], m40[1][2], 1e-5);
  75. LOLUNIT_ASSERT_DOUBLES_EQUAL(m20x20[2][2], m40[2][2], 1e-5);
  76. }
  77. LOLUNIT_TEST(QuaternionTransform)
  78. {
  79. /* Rotating using a quaternion must equal rotating using a matrix */
  80. mat3 m20 = mat3::rotate(20.f, 1.f, 2.f, 3.f);
  81. quat q20 = quat::rotate(20.f, 1.f, 2.f, 3.f);
  82. vec3 a(-2.f, 4.f, 3.f);
  83. vec3 b = m20 * a;
  84. vec3 c = q20.transform(a);
  85. LOLUNIT_ASSERT_DOUBLES_EQUAL(c.x, b.x, 1e-5);
  86. LOLUNIT_ASSERT_DOUBLES_EQUAL(c.y, b.y, 1e-5);
  87. LOLUNIT_ASSERT_DOUBLES_EQUAL(c.z, b.z, 1e-5);
  88. }
  89. LOLUNIT_TEST(QuaternionFromMatrix)
  90. {
  91. /* A rotation matrix converted to a quaternion should match the
  92. * quaternion built with the same parameters */
  93. quat q1 = quat::rotate(20.f, 1.f, 2.f, 3.f);
  94. quat q2 = quat(mat3::rotate(20.f, 1.f, 2.f, 3.f));
  95. LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.w, q1.w, 1e-5);
  96. LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.x, q1.x, 1e-5);
  97. LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.y, q1.y, 1e-5);
  98. LOLUNIT_ASSERT_DOUBLES_EQUAL(q2.z, q1.z, 1e-5);
  99. }
  100. LOLUNIT_TEST(MatrixFromQuaternion)
  101. {
  102. /* A quaternion converted to a rotation matrix should match the
  103. * rotation matrix built with the same parameters */
  104. mat3 m1 = mat3::rotate(60.f, 1.f, -2.f, 3.f);
  105. mat3 m2 = mat3(quat::rotate(60.f, 1.f, -2.f, 3.f));
  106. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[0][0], m1[0][0], 1e-5);
  107. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[1][0], m1[1][0], 1e-5);
  108. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[2][0], m1[2][0], 1e-5);
  109. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[0][1], m1[0][1], 1e-5);
  110. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[1][1], m1[1][1], 1e-5);
  111. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[2][1], m1[2][1], 1e-5);
  112. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[0][2], m1[0][2], 1e-5);
  113. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[1][2], m1[1][2], 1e-5);
  114. LOLUNIT_ASSERT_DOUBLES_EQUAL(m2[2][2], m1[2][2], 1e-5);
  115. }
  116. LOLUNIT_TEST(MatrixCompositionThroughQuaternions)
  117. {
  118. /* Combining two rotation matrices should match the matrix created
  119. * from the combination of the two equivalent quaternions */
  120. mat3 m1 = mat3::rotate(60.f, 1.f, -2.f, 3.f);
  121. mat3 m2 = mat3::rotate(20.f, -3.f, 1.f, -3.f);
  122. mat3 m3 = m2 * m1;
  123. mat3 m4(quat(m2) * quat(m1));
  124. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[0][0], m3[0][0], 1e-5);
  125. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[1][0], m3[1][0], 1e-5);
  126. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[2][0], m3[2][0], 1e-5);
  127. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[0][1], m3[0][1], 1e-5);
  128. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[1][1], m3[1][1], 1e-5);
  129. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[2][1], m3[2][1], 1e-5);
  130. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[0][2], m3[0][2], 1e-5);
  131. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[1][2], m3[1][2], 1e-5);
  132. LOLUNIT_ASSERT_DOUBLES_EQUAL(m4[2][2], m3[2][2], 1e-5);
  133. }
  134. LOLUNIT_TEST(QuaternionCompositionThroughMatrices)
  135. {
  136. /* Combining two quaternions should match the quaternion created
  137. * from the combination of the two equivalent rotation matrices */
  138. quat q1 = quat::rotate(60.f, 1.f, -2.f, 3.f);
  139. quat q2 = quat::rotate(20.f, -3.f, 1.f, -2.f);
  140. quat q3 = q2 * q1;
  141. quat q4(mat3(q2) * mat3(q1));
  142. LOLUNIT_ASSERT_DOUBLES_EQUAL(q4.w, q3.w, 1e-5);
  143. LOLUNIT_ASSERT_DOUBLES_EQUAL(q4.x, q3.x, 1e-5);
  144. LOLUNIT_ASSERT_DOUBLES_EQUAL(q4.y, q3.y, 1e-5);
  145. LOLUNIT_ASSERT_DOUBLES_EQUAL(q4.z, q3.z, 1e-5);
  146. }
  147. };
  148. } /* namespace lol */