virtualx-engine/tests/core/math/test_vector2.h

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/*************************************************************************/
/* test_vector2.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_VECTOR2_H
#define TEST_VECTOR2_H
#include "core/math/vector2.h"
#include "tests/test_macros.h"
namespace TestVector2 {
TEST_CASE("[Vector2] Angle methods") {
const Vector2 vector_x = Vector2(1, 0);
const Vector2 vector_y = Vector2(0, 1);
CHECK_MESSAGE(
Math::is_equal_approx(vector_x.angle_to(vector_y), (real_t)Math_TAU / 4),
"Vector2 angle_to should work as expected.");
CHECK_MESSAGE(
Math::is_equal_approx(vector_y.angle_to(vector_x), (real_t)-Math_TAU / 4),
"Vector2 angle_to should work as expected.");
CHECK_MESSAGE(
Math::is_equal_approx(vector_x.angle_to_point(vector_y), (real_t)Math_TAU * 3 / 8),
"Vector2 angle_to_point should work as expected.");
CHECK_MESSAGE(
Math::is_equal_approx(vector_y.angle_to_point(vector_x), (real_t)-Math_TAU / 8),
"Vector2 angle_to_point should work as expected.");
}
TEST_CASE("[Vector2] Axis methods") {
Vector2 vector = Vector2(1.2, 3.4);
CHECK_MESSAGE(
vector.max_axis_index() == Vector2::Axis::AXIS_Y,
"Vector2 max_axis_index should work as expected.");
CHECK_MESSAGE(
vector.min_axis_index() == Vector2::Axis::AXIS_X,
"Vector2 min_axis_index should work as expected.");
CHECK_MESSAGE(
vector[vector.min_axis_index()] == (real_t)1.2,
"Vector2 array operator should work as expected.");
vector[Vector2::Axis::AXIS_Y] = 3.7;
CHECK_MESSAGE(
vector[Vector2::Axis::AXIS_Y] == (real_t)3.7,
"Vector2 array operator setter should work as expected.");
}
TEST_CASE("[Vector2] Interpolation methods") {
const Vector2 vector1 = Vector2(1, 2);
const Vector2 vector2 = Vector2(4, 5);
CHECK_MESSAGE(
vector1.lerp(vector2, 0.5) == Vector2(2.5, 3.5),
"Vector2 lerp should work as expected.");
CHECK_MESSAGE(
vector1.lerp(vector2, 1.0 / 3.0).is_equal_approx(Vector2(2, 3)),
"Vector2 lerp should work as expected.");
CHECK_MESSAGE(
vector1.normalized().slerp(vector2.normalized(), 0.5).is_equal_approx(Vector2(0.538953602313995361, 0.84233558177947998)),
"Vector2 slerp should work as expected.");
CHECK_MESSAGE(
vector1.normalized().slerp(vector2.normalized(), 1.0 / 3.0).is_equal_approx(Vector2(0.508990883827209473, 0.860771894454956055)),
"Vector2 slerp should work as expected.");
CHECK_MESSAGE(
Vector2(5, 0).slerp(Vector2(0, 5), 0.5).is_equal_approx(Vector2(5, 5) * Math_SQRT12),
"Vector2 slerp with non-normalized values should work as expected.");
CHECK_MESSAGE(
Vector2().slerp(Vector2(), 0.5) == Vector2(),
"Vector2 slerp with both inputs as zero vectors should return a zero vector.");
CHECK_MESSAGE(
Vector2().slerp(Vector2(1, 1), 0.5) == Vector2(0.5, 0.5),
"Vector2 slerp with one input as zero should behave like a regular lerp.");
CHECK_MESSAGE(
Vector2(1, 1).slerp(Vector2(), 0.5) == Vector2(0.5, 0.5),
"Vector2 slerp with one input as zero should behave like a regular lerp.");
CHECK_MESSAGE(
Math::is_equal_approx(vector1.slerp(vector2, 0.5).length(), (real_t)4.31959610746631919),
"Vector2 slerp with different length input should return a vector with an interpolated length.");
CHECK_MESSAGE(
Math::is_equal_approx(vector1.angle_to(vector1.slerp(vector2, 0.5)) * 2, vector1.angle_to(vector2)),
"Vector2 slerp with different length input should return a vector with an interpolated angle.");
CHECK_MESSAGE(
vector1.cubic_interpolate(vector2, Vector2(), Vector2(7, 7), 0.5) == Vector2(2.375, 3.5),
"Vector2 cubic_interpolate should work as expected.");
CHECK_MESSAGE(
vector1.cubic_interpolate(vector2, Vector2(), Vector2(7, 7), 1.0 / 3.0).is_equal_approx(Vector2(1.851851940155029297, 2.962963104248046875)),
"Vector2 cubic_interpolate should work as expected.");
CHECK_MESSAGE(
Vector2(1, 0).move_toward(Vector2(10, 0), 3) == Vector2(4, 0),
"Vector2 move_toward should work as expected.");
}
TEST_CASE("[Vector2] Length methods") {
const Vector2 vector1 = Vector2(10, 10);
const Vector2 vector2 = Vector2(20, 30);
CHECK_MESSAGE(
vector1.length_squared() == 200,
"Vector2 length_squared should work as expected and return exact result.");
CHECK_MESSAGE(
Math::is_equal_approx(vector1.length(), 10 * (real_t)Math_SQRT2),
"Vector2 length should work as expected.");
CHECK_MESSAGE(
vector2.length_squared() == 1300,
"Vector2 length_squared should work as expected and return exact result.");
CHECK_MESSAGE(
Math::is_equal_approx(vector2.length(), (real_t)36.05551275463989293119),
"Vector2 length should work as expected.");
CHECK_MESSAGE(
vector1.distance_squared_to(vector2) == 500,
"Vector2 distance_squared_to should work as expected and return exact result.");
CHECK_MESSAGE(
Math::is_equal_approx(vector1.distance_to(vector2), (real_t)22.36067977499789696409),
"Vector2 distance_to should work as expected.");
}
TEST_CASE("[Vector2] Limiting methods") {
const Vector2 vector = Vector2(10, 10);
CHECK_MESSAGE(
vector.limit_length().is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
"Vector2 limit_length should work as expected.");
CHECK_MESSAGE(
vector.limit_length(5).is_equal_approx(5 * Vector2(Math_SQRT12, Math_SQRT12)),
"Vector2 limit_length should work as expected.");
CHECK_MESSAGE(
Vector2(-5, 15).clamp(Vector2(), vector).is_equal_approx(Vector2(0, 10)),
"Vector2 clamp should work as expected.");
CHECK_MESSAGE(
vector.clamp(Vector2(0, 15), Vector2(5, 20)).is_equal_approx(Vector2(5, 15)),
"Vector2 clamp should work as expected.");
}
TEST_CASE("[Vector2] Normalization methods") {
CHECK_MESSAGE(
Vector2(1, 0).is_normalized() == true,
"Vector2 is_normalized should return true for a normalized vector.");
CHECK_MESSAGE(
Vector2(1, 1).is_normalized() == false,
"Vector2 is_normalized should return false for a non-normalized vector.");
CHECK_MESSAGE(
Vector2(1, 0).normalized() == Vector2(1, 0),
"Vector2 normalized should return the same vector for a normalized vector.");
CHECK_MESSAGE(
Vector2(1, 1).normalized().is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
"Vector2 normalized should work as expected.");
}
TEST_CASE("[Vector2] Operators") {
const Vector2 decimal1 = Vector2(2.3, 4.9);
const Vector2 decimal2 = Vector2(1.2, 3.4);
const Vector2 power1 = Vector2(0.75, 1.5);
const Vector2 power2 = Vector2(0.5, 0.125);
const Vector2 int1 = Vector2(4, 5);
const Vector2 int2 = Vector2(1, 2);
CHECK_MESSAGE(
(decimal1 + decimal2).is_equal_approx(Vector2(3.5, 8.3)),
"Vector2 addition should behave as expected.");
CHECK_MESSAGE(
(power1 + power2) == Vector2(1.25, 1.625),
"Vector2 addition with powers of two should give exact results.");
CHECK_MESSAGE(
(int1 + int2) == Vector2(5, 7),
"Vector2 addition with integers should give exact results.");
CHECK_MESSAGE(
(decimal1 - decimal2).is_equal_approx(Vector2(1.1, 1.5)),
"Vector2 subtraction should behave as expected.");
CHECK_MESSAGE(
(power1 - power2) == Vector2(0.25, 1.375),
"Vector2 subtraction with powers of two should give exact results.");
CHECK_MESSAGE(
(int1 - int2) == Vector2(3, 3),
"Vector2 subtraction with integers should give exact results.");
CHECK_MESSAGE(
(decimal1 * decimal2).is_equal_approx(Vector2(2.76, 16.66)),
"Vector2 multiplication should behave as expected.");
CHECK_MESSAGE(
(power1 * power2) == Vector2(0.375, 0.1875),
"Vector2 multiplication with powers of two should give exact results.");
CHECK_MESSAGE(
(int1 * int2) == Vector2(4, 10),
"Vector2 multiplication with integers should give exact results.");
CHECK_MESSAGE(
(decimal1 / decimal2).is_equal_approx(Vector2(1.91666666666666666, 1.44117647058823529)),
"Vector2 division should behave as expected.");
CHECK_MESSAGE(
(power1 / power2) == Vector2(1.5, 12.0),
"Vector2 division with powers of two should give exact results.");
CHECK_MESSAGE(
(int1 / int2) == Vector2(4, 2.5),
"Vector2 division with integers should give exact results.");
CHECK_MESSAGE(
(decimal1 * 2).is_equal_approx(Vector2(4.6, 9.8)),
"Vector2 multiplication should behave as expected.");
CHECK_MESSAGE(
(power1 * 2) == Vector2(1.5, 3),
"Vector2 multiplication with powers of two should give exact results.");
CHECK_MESSAGE(
(int1 * 2) == Vector2(8, 10),
"Vector2 multiplication with integers should give exact results.");
CHECK_MESSAGE(
(decimal1 / 2).is_equal_approx(Vector2(1.15, 2.45)),
"Vector2 division should behave as expected.");
CHECK_MESSAGE(
(power1 / 2) == Vector2(0.375, 0.75),
"Vector2 division with powers of two should give exact results.");
CHECK_MESSAGE(
(int1 / 2) == Vector2(2, 2.5),
"Vector2 division with integers should give exact results.");
CHECK_MESSAGE(
((Vector2i)decimal1) == Vector2i(2, 4),
"Vector2 cast to Vector2i should work as expected.");
CHECK_MESSAGE(
((Vector2i)decimal2) == Vector2i(1, 3),
"Vector2 cast to Vector2i should work as expected.");
CHECK_MESSAGE(
Vector2(Vector2i(1, 2)) == Vector2(1, 2),
"Vector2 constructed from Vector2i should work as expected.");
CHECK_MESSAGE(
((String)decimal1) == "(2.3, 4.9)",
"Vector2 cast to String should work as expected.");
CHECK_MESSAGE(
((String)decimal2) == "(1.2, 3.4)",
"Vector2 cast to String should work as expected.");
CHECK_MESSAGE(
((String)Vector2(9.8, 9.9)) == "(9.8, 9.9)",
"Vector2 cast to String should work as expected.");
#ifdef REAL_T_IS_DOUBLE
CHECK_MESSAGE(
((String)Vector2(Math_PI, Math_TAU)) == "(3.14159265358979, 6.28318530717959)",
"Vector2 cast to String should print the correct amount of digits for real_t = double.");
#else
CHECK_MESSAGE(
((String)Vector2(Math_PI, Math_TAU)) == "(3.141593, 6.283185)",
"Vector2 cast to String should print the correct amount of digits for real_t = float.");
#endif // REAL_T_IS_DOUBLE
}
TEST_CASE("[Vector2] Other methods") {
const Vector2 vector = Vector2(1.2, 3.4);
CHECK_MESSAGE(
Math::is_equal_approx(vector.aspect(), (real_t)1.2 / (real_t)3.4),
"Vector2 aspect should work as expected.");
CHECK_MESSAGE(
vector.direction_to(Vector2()).is_equal_approx(-vector.normalized()),
"Vector2 direction_to should work as expected.");
CHECK_MESSAGE(
Vector2(1, 1).direction_to(Vector2(2, 2)).is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
"Vector2 direction_to should work as expected.");
CHECK_MESSAGE(
vector.posmod(2).is_equal_approx(Vector2(1.2, 1.4)),
"Vector2 posmod should work as expected.");
CHECK_MESSAGE(
(-vector).posmod(2).is_equal_approx(Vector2(0.8, 0.6)),
"Vector2 posmod should work as expected.");
CHECK_MESSAGE(
vector.posmodv(Vector2(1, 2)).is_equal_approx(Vector2(0.2, 1.4)),
"Vector2 posmodv should work as expected.");
CHECK_MESSAGE(
(-vector).posmodv(Vector2(2, 3)).is_equal_approx(Vector2(0.8, 2.6)),
"Vector2 posmodv should work as expected.");
CHECK_MESSAGE(
vector.rotated(Math_TAU / 4).is_equal_approx(Vector2(-3.4, 1.2)),
"Vector2 rotated should work as expected.");
CHECK_MESSAGE(
vector.snapped(Vector2(1, 1)) == Vector2(1, 3),
"Vector2 snapped to integers should be the same as rounding.");
CHECK_MESSAGE(
Vector2(3.4, 5.6).snapped(Vector2(1, 1)) == Vector2(3, 6),
"Vector2 snapped to integers should be the same as rounding.");
CHECK_MESSAGE(
vector.snapped(Vector2(0.25, 0.25)) == Vector2(1.25, 3.5),
"Vector2 snapped to 0.25 should give exact results.");
}
TEST_CASE("[Vector2] Plane methods") {
const Vector2 vector = Vector2(1.2, 3.4);
const Vector2 vector_y = Vector2(0, 1);
CHECK_MESSAGE(
vector.bounce(vector_y) == Vector2(1.2, -3.4),
"Vector2 bounce on a plane with normal of the Y axis should.");
CHECK_MESSAGE(
vector.reflect(vector_y) == Vector2(-1.2, 3.4),
"Vector2 reflect on a plane with normal of the Y axis should.");
CHECK_MESSAGE(
vector.project(vector_y) == Vector2(0, 3.4),
"Vector2 projected on the X axis should only give the Y component.");
CHECK_MESSAGE(
vector.slide(vector_y) == Vector2(1.2, 0),
"Vector2 slide on a plane with normal of the Y axis should set the Y to zero.");
}
TEST_CASE("[Vector2] Rounding methods") {
const Vector2 vector1 = Vector2(1.2, 5.6);
const Vector2 vector2 = Vector2(1.2, -5.6);
CHECK_MESSAGE(
vector1.abs() == vector1,
"Vector2 abs should work as expected.");
CHECK_MESSAGE(
vector2.abs() == vector1,
"Vector2 abs should work as expected.");
CHECK_MESSAGE(
vector1.ceil() == Vector2(2, 6),
"Vector2 ceil should work as expected.");
CHECK_MESSAGE(
vector2.ceil() == Vector2(2, -5),
"Vector2 ceil should work as expected.");
CHECK_MESSAGE(
vector1.floor() == Vector2(1, 5),
"Vector2 floor should work as expected.");
CHECK_MESSAGE(
vector2.floor() == Vector2(1, -6),
"Vector2 floor should work as expected.");
CHECK_MESSAGE(
vector1.round() == Vector2(1, 6),
"Vector2 round should work as expected.");
CHECK_MESSAGE(
vector2.round() == Vector2(1, -6),
"Vector2 round should work as expected.");
CHECK_MESSAGE(
vector1.sign() == Vector2(1, 1),
"Vector2 sign should work as expected.");
CHECK_MESSAGE(
vector2.sign() == Vector2(1, -1),
"Vector2 sign should work as expected.");
}
TEST_CASE("[Vector2] Linear algebra methods") {
const Vector2 vector_x = Vector2(1, 0);
const Vector2 vector_y = Vector2(0, 1);
CHECK_MESSAGE(
vector_x.cross(vector_y) == 1,
"Vector2 cross product of X and Y should give 1.");
CHECK_MESSAGE(
vector_y.cross(vector_x) == -1,
"Vector2 cross product of Y and X should give negative 1.");
CHECK_MESSAGE(
vector_x.dot(vector_y) == 0.0,
"Vector2 dot product of perpendicular vectors should be zero.");
CHECK_MESSAGE(
vector_x.dot(vector_x) == 1.0,
"Vector2 dot product of identical unit vectors should be one.");
CHECK_MESSAGE(
(vector_x * 10).dot(vector_x * 10) == 100.0,
"Vector2 dot product of same direction vectors should behave as expected.");
}
} // namespace TestVector2
#endif // TEST_VECTOR2_H