diff options
Diffstat (limited to 'tests/core/math/test_vector3.h')
-rw-r--r-- | tests/core/math/test_vector3.h | 73 |
1 files changed, 72 insertions, 1 deletions
diff --git a/tests/core/math/test_vector3.h b/tests/core/math/test_vector3.h index 6f99fada2b..52118fa943 100644 --- a/tests/core/math/test_vector3.h +++ b/tests/core/math/test_vector3.h @@ -39,6 +39,14 @@ namespace TestVector3 { +TEST_CASE("[Vector3] Constructor methods") { + const Vector3 vector_empty = Vector3(); + const Vector3 vector_zero = Vector3(0.0, 0.0, 0.0); + CHECK_MESSAGE( + vector_empty == vector_zero, + "Vector3 Constructor with no inputs should return a zero Vector3."); +} + TEST_CASE("[Vector3] Angle methods") { const Vector3 vector_x = Vector3(1, 0, 0); const Vector3 vector_y = Vector3(0, 1, 0); @@ -123,6 +131,9 @@ TEST_CASE("[Vector3] Interpolation methods") { Vector3(1, 1, 1).slerp(Vector3(), 0.5) == Vector3(0.5, 0.5, 0.5), "Vector3 slerp with one input as zero should behave like a regular lerp."); CHECK_MESSAGE( + Vector3(4, 6, 2).slerp(Vector3(8, 10, 3), 0.5).is_equal_approx(Vector3(5.90194219811429941053, 8.06758688849378394534, 2.558307894718317120038)), + "Vector3 slerp should work as expected."); + CHECK_MESSAGE( Math::is_equal_approx(vector1.slerp(vector2, 0.5).length(), (real_t)6.25831088708303172), "Vector3 slerp with different length input should return a vector with an interpolated length."); CHECK_MESSAGE( @@ -195,6 +206,15 @@ TEST_CASE("[Vector3] Normalization methods") { CHECK_MESSAGE( Vector3(1, 1, 1).normalized().is_equal_approx(Vector3(Math_SQRT13, Math_SQRT13, Math_SQRT13)), "Vector3 normalized should work as expected."); + + Vector3 vector = Vector3(3.2, -5.4, 6); + vector.normalize(); + CHECK_MESSAGE( + vector == Vector3(3.2, -5.4, 6).normalized(), + "Vector3 normalize should convert same way as Vector3 normalized."); + CHECK_MESSAGE( + vector.is_equal_approx(Vector3(0.368522751763902980457, -0.621882143601586279522, 0.6909801595573180883585)), + "Vector3 normalize should work as expected."); } TEST_CASE("[Vector3] Operators") { @@ -318,10 +338,21 @@ TEST_CASE("[Vector3] Other methods") { CHECK_MESSAGE( (-vector).posmodv(Vector3(2, 3, 4)).is_equal_approx(Vector3(0.8, 2.6, 2.4)), "Vector3 posmodv should work as expected."); + + CHECK_MESSAGE( + vector.rotated(Vector3(0, 1, 0), Math_TAU).is_equal_approx(vector), + "Vector3 rotated should work as expected."); CHECK_MESSAGE( vector.rotated(Vector3(0, 1, 0), Math_TAU / 4).is_equal_approx(Vector3(5.6, 3.4, -1.2)), "Vector3 rotated should work as expected."); CHECK_MESSAGE( + vector.rotated(Vector3(1, 0, 0), Math_TAU / 3).is_equal_approx(Vector3(1.2, -6.54974226119285642, 0.1444863728670914)), + "Vector3 rotated should work as expected."); + CHECK_MESSAGE( + vector.rotated(Vector3(0, 0, 1), Math_TAU / 2).is_equal_approx(vector.rotated(Vector3(0, 0, 1), Math_TAU / -2)), + "Vector3 rotated should work as expected."); + + CHECK_MESSAGE( vector.snapped(Vector3(1, 1, 1)) == Vector3(1, 3, 6), "Vector3 snapped to integers should be the same as rounding."); CHECK_MESSAGE( @@ -332,18 +363,44 @@ TEST_CASE("[Vector3] Other methods") { TEST_CASE("[Vector3] Plane methods") { const Vector3 vector = Vector3(1.2, 3.4, 5.6); const Vector3 vector_y = Vector3(0, 1, 0); + const Vector3 vector_normal = Vector3(0.88763458893247992491, 0.26300284116517923701, 0.37806658417494515320); + const Vector3 vector_non_normal = Vector3(5.4, 1.6, 2.3); CHECK_MESSAGE( vector.bounce(vector_y) == Vector3(1.2, -3.4, 5.6), "Vector3 bounce on a plane with normal of the Y axis should."); CHECK_MESSAGE( + vector.bounce(vector_normal).is_equal_approx(Vector3(-6.0369629829775736287, 1.25571467171034855444, 2.517589840583626047)), + "Vector3 bounce with normal should return expected value."); + CHECK_MESSAGE( vector.reflect(vector_y) == Vector3(-1.2, 3.4, -5.6), "Vector3 reflect on a plane with normal of the Y axis should."); CHECK_MESSAGE( + vector.reflect(vector_normal).is_equal_approx(Vector3(6.0369629829775736287, -1.25571467171034855444, -2.517589840583626047)), + "Vector3 reflect with normal should return expected value."); + CHECK_MESSAGE( vector.project(vector_y) == Vector3(0, 3.4, 0), - "Vector3 projected on the X axis should only give the Y component."); + "Vector3 projected on the Y axis should only give the Y component."); + CHECK_MESSAGE( + vector.project(vector_normal).is_equal_approx(Vector3(3.61848149148878681437, 1.0721426641448257227776, 1.54120507970818697649)), + "Vector3 projected on a normal should return expected value."); CHECK_MESSAGE( vector.slide(vector_y) == Vector3(1.2, 0, 5.6), "Vector3 slide on a plane with normal of the Y axis should set the Y to zero."); + CHECK_MESSAGE( + vector.slide(vector_normal).is_equal_approx(Vector3(-2.41848149148878681437, 2.32785733585517427722237, 4.0587949202918130235)), + "Vector3 slide with normal should return expected value."); + // There's probably a better way to test these ones? + ERR_PRINT_OFF; + CHECK_MESSAGE( + vector.bounce(vector_non_normal).is_equal_approx(Vector3()), + "Vector3 bounce should return empty Vector3 with non-normalised input."); + CHECK_MESSAGE( + vector.reflect(vector_non_normal).is_equal_approx(Vector3()), + "Vector3 reflect should return empty Vector3 with non-normalised input."); + CHECK_MESSAGE( + vector.slide(vector_non_normal).is_equal_approx(Vector3()), + "Vector3 slide should return empty Vector3 with non-normalised input."); + ERR_PRINT_ON; } TEST_CASE("[Vector3] Rounding methods") { @@ -389,6 +446,8 @@ TEST_CASE("[Vector3] Linear algebra methods") { const Vector3 vector_x = Vector3(1, 0, 0); const Vector3 vector_y = Vector3(0, 1, 0); const Vector3 vector_z = Vector3(0, 0, 1); + const Vector3 a = Vector3(3.5, 8.5, 2.3); + const Vector3 b = Vector3(5.2, 4.6, 7.8); CHECK_MESSAGE( vector_x.cross(vector_y) == vector_z, "Vector3 cross product of X and Y should give Z."); @@ -401,6 +460,12 @@ TEST_CASE("[Vector3] Linear algebra methods") { CHECK_MESSAGE( vector_z.cross(vector_x) == vector_y, "Vector3 cross product of Z and X should give Y."); + CHECK_MESSAGE( + a.cross(b).is_equal_approx(Vector3(55.72, -15.34, -28.1)), + "Vector3 cross should return expected value."); + CHECK_MESSAGE( + Vector3(-a.x, a.y, -a.z).cross(Vector3(b.x, -b.y, b.z)).is_equal_approx(Vector3(55.72, 15.34, -28.1)), + "Vector2 cross should return expected value."); CHECK_MESSAGE( vector_x.dot(vector_y) == 0.0, @@ -411,6 +476,12 @@ TEST_CASE("[Vector3] Linear algebra methods") { CHECK_MESSAGE( (vector_x * 10).dot(vector_x * 10) == 100.0, "Vector3 dot product of same direction vectors should behave as expected."); + CHECK_MESSAGE( + Math::is_equal_approx(a.dot(b), (real_t)75.24), + "Vector3 dot should return expected value."); + CHECK_MESSAGE( + Math::is_equal_approx(Vector3(-a.x, a.y, -a.z).dot(Vector3(b.x, -b.y, b.z)), (real_t)-75.24), + "Vector3 dot should return expected value."); } } // namespace TestVector3 |