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+/*************************************************************************/
+/* test_vector3i.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEST_VECTOR3I_H
+#define TEST_VECTOR3I_H
+
+#include "core/math/vector3i.h"
+#include "tests/test_macros.h"
+
+namespace TestVector3i {
+
+TEST_CASE("[Vector3i] Axis methods") {
+ Vector3i vector = Vector3i(1, 2, 3);
+ CHECK_MESSAGE(
+ vector.max_axis_index() == Vector3i::Axis::AXIS_Z,
+ "Vector3i max_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.min_axis_index() == Vector3i::Axis::AXIS_X,
+ "Vector3i min_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.get_axis(vector.max_axis_index()) == 3,
+ "Vector3i get_axis should work as expected.");
+ CHECK_MESSAGE(
+ vector[vector.min_axis_index()] == 1,
+ "Vector3i array operator should work as expected.");
+
+ vector.set_axis(Vector3i::Axis::AXIS_Y, 4);
+ CHECK_MESSAGE(
+ vector.get_axis(Vector3i::Axis::AXIS_Y) == 4,
+ "Vector3i set_axis should work as expected.");
+ vector[Vector3i::Axis::AXIS_Y] = 5;
+ CHECK_MESSAGE(
+ vector[Vector3i::Axis::AXIS_Y] == 5,
+ "Vector3i array operator setter should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Clamp method") {
+ const Vector3i vector = Vector3i(10, 10, 10);
+ CHECK_MESSAGE(
+ Vector3i(-5, 5, 15).clamp(Vector3i(), vector) == Vector3i(0, 5, 10),
+ "Vector3i clamp should work as expected.");
+ CHECK_MESSAGE(
+ vector.clamp(Vector3i(0, 10, 15), Vector3i(5, 10, 20)) == Vector3i(5, 10, 15),
+ "Vector3i clamp should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Length methods") {
+ const Vector3i vector1 = Vector3i(10, 10, 10);
+ const Vector3i vector2 = Vector3i(20, 30, 40);
+ CHECK_MESSAGE(
+ vector1.length_squared() == 300,
+ "Vector3i length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.length(), 10 * Math_SQRT3),
+ "Vector3i length should work as expected.");
+ CHECK_MESSAGE(
+ vector2.length_squared() == 2900,
+ "Vector3i length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector2.length(), 53.8516480713450403125),
+ "Vector3i length should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Operators") {
+ const Vector3i vector1 = Vector3i(4, 5, 9);
+ const Vector3i vector2 = Vector3i(1, 2, 3);
+
+ CHECK_MESSAGE(
+ (vector1 + vector2) == Vector3i(5, 7, 12),
+ "Vector3i addition with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 - vector2) == Vector3i(3, 3, 6),
+ "Vector3i subtraction with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 * vector2) == Vector3i(4, 10, 27),
+ "Vector3i multiplication with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 / vector2) == Vector3i(4, 2, 3),
+ "Vector3i division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (vector1 * 2) == Vector3i(8, 10, 18),
+ "Vector3i multiplication with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 / 2) == Vector3i(2, 2, 4),
+ "Vector3i division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ ((Vector3)vector1) == Vector3(4, 5, 9),
+ "Vector3i cast to Vector3 should work as expected.");
+ CHECK_MESSAGE(
+ ((Vector3)vector2) == Vector3(1, 2, 3),
+ "Vector3i cast to Vector3 should work as expected.");
+ CHECK_MESSAGE(
+ Vector3i(Vector3(1.1, 2.9, 3.9)) == Vector3i(1, 2, 3),
+ "Vector3i constructed from Vector3 should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Abs and sign methods") {
+ const Vector3i vector1 = Vector3i(1, 3, 5);
+ const Vector3i vector2 = Vector3i(1, -3, -5);
+ CHECK_MESSAGE(
+ vector1.abs() == vector1,
+ "Vector3i abs should work as expected.");
+ CHECK_MESSAGE(
+ vector2.abs() == vector1,
+ "Vector3i abs should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.sign() == Vector3i(1, 1, 1),
+ "Vector3i sign should work as expected.");
+ CHECK_MESSAGE(
+ vector2.sign() == Vector3i(1, -1, -1),
+ "Vector3i sign should work as expected.");
+}
+} // namespace TestVector3i
+
+#endif // TEST_VECTOR3I_H