d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
463 lines
18 KiB
C++
463 lines
18 KiB
C++
/**************************************************************************/
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/* test_quaternion.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_QUATERNION_H
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#define TEST_QUATERNION_H
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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#include "core/math/quaternion.h"
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#include "core/math/vector3.h"
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#include "tests/test_macros.h"
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namespace TestQuaternion {
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Quaternion quat_euler_yxz_deg(Vector3 angle) {
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double yaw = Math::deg_to_rad(angle[1]);
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double pitch = Math::deg_to_rad(angle[0]);
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double roll = Math::deg_to_rad(angle[2]);
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// Generate YXZ (Z-then-X-then-Y) Quaternion using single-axis Euler
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// constructor and quaternion product, both tested separately.
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Quaternion q_y = Quaternion::from_euler(Vector3(0.0, yaw, 0.0));
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Quaternion q_p = Quaternion::from_euler(Vector3(pitch, 0.0, 0.0));
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Quaternion q_r = Quaternion::from_euler(Vector3(0.0, 0.0, roll));
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// Roll-Z is followed by Pitch-X, then Yaw-Y.
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Quaternion q_yxz = q_y * q_p * q_r;
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return q_yxz;
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}
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TEST_CASE("[Quaternion] Default Construct") {
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Quaternion q;
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CHECK(q[0] == 0.0);
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CHECK(q[1] == 0.0);
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CHECK(q[2] == 0.0);
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CHECK(q[3] == 1.0);
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}
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TEST_CASE("[Quaternion] Construct x,y,z,w") {
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// Values are taken from actual use in another project & are valid (except roundoff error).
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Quaternion q(0.2391, 0.099, 0.3696, 0.8924);
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CHECK(q[0] == doctest::Approx(0.2391));
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CHECK(q[1] == doctest::Approx(0.099));
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CHECK(q[2] == doctest::Approx(0.3696));
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CHECK(q[3] == doctest::Approx(0.8924));
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 1") {
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// Easy to visualize: 120 deg about X-axis.
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Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg_to_rad(120.0));
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// 0.866 isn't close enough; doctest::Approx doesn't cut much slack!
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CHECK(q[0] == doctest::Approx(0.866025)); // Sine of half the angle.
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CHECK(q[1] == doctest::Approx(0.0));
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CHECK(q[2] == doctest::Approx(0.0));
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CHECK(q[3] == doctest::Approx(0.5)); // Cosine of half the angle.
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 2") {
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// Easy to visualize: 30 deg about Y-axis.
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Quaternion q(Vector3(0.0, 1.0, 0.0), Math::deg_to_rad(30.0));
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CHECK(q[0] == doctest::Approx(0.0));
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CHECK(q[1] == doctest::Approx(0.258819)); // Sine of half the angle.
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CHECK(q[2] == doctest::Approx(0.0));
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CHECK(q[3] == doctest::Approx(0.965926)); // Cosine of half the angle.
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 3") {
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// Easy to visualize: 60 deg about Z-axis.
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Quaternion q(Vector3(0.0, 0.0, 1.0), Math::deg_to_rad(60.0));
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CHECK(q[0] == doctest::Approx(0.0));
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CHECK(q[1] == doctest::Approx(0.0));
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CHECK(q[2] == doctest::Approx(0.5)); // Sine of half the angle.
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CHECK(q[3] == doctest::Approx(0.866025)); // Cosine of half the angle.
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}
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TEST_CASE("[Quaternion] Construct AxisAngle 4") {
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// More complex & hard to visualize, so test w/ data from online calculator.
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Vector3 axis(1.0, 2.0, 0.5);
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Quaternion q(axis.normalized(), Math::deg_to_rad(35.0));
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CHECK(q[0] == doctest::Approx(0.131239));
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CHECK(q[1] == doctest::Approx(0.262478));
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CHECK(q[2] == doctest::Approx(0.0656194));
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CHECK(q[3] == doctest::Approx(0.953717));
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}
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TEST_CASE("[Quaternion] Construct from Quaternion") {
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Vector3 axis(1.0, 2.0, 0.5);
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Quaternion q_src(axis.normalized(), Math::deg_to_rad(35.0));
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Quaternion q(q_src);
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CHECK(q[0] == doctest::Approx(0.131239));
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CHECK(q[1] == doctest::Approx(0.262478));
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CHECK(q[2] == doctest::Approx(0.0656194));
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CHECK(q[3] == doctest::Approx(0.953717));
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}
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TEST_CASE("[Quaternion] Construct Euler SingleAxis") {
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double yaw = Math::deg_to_rad(45.0);
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double pitch = Math::deg_to_rad(30.0);
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double roll = Math::deg_to_rad(10.0);
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Vector3 euler_y(0.0, yaw, 0.0);
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Quaternion q_y = Quaternion::from_euler(euler_y);
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CHECK(q_y[0] == doctest::Approx(0.0));
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CHECK(q_y[1] == doctest::Approx(0.382684));
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CHECK(q_y[2] == doctest::Approx(0.0));
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CHECK(q_y[3] == doctest::Approx(0.923879));
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Vector3 euler_p(pitch, 0.0, 0.0);
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Quaternion q_p = Quaternion::from_euler(euler_p);
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CHECK(q_p[0] == doctest::Approx(0.258819));
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CHECK(q_p[1] == doctest::Approx(0.0));
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CHECK(q_p[2] == doctest::Approx(0.0));
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CHECK(q_p[3] == doctest::Approx(0.965926));
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r = Quaternion::from_euler(euler_r);
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CHECK(q_r[0] == doctest::Approx(0.0));
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CHECK(q_r[1] == doctest::Approx(0.0));
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CHECK(q_r[2] == doctest::Approx(0.0871558));
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CHECK(q_r[3] == doctest::Approx(0.996195));
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}
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TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
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double yaw = Math::deg_to_rad(45.0);
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double pitch = Math::deg_to_rad(30.0);
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double roll = Math::deg_to_rad(10.0);
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// Generate YXZ comparison data (Z-then-X-then-Y) using single-axis Euler
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// constructor and quaternion product, both tested separately.
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Vector3 euler_y(0.0, yaw, 0.0);
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Quaternion q_y = Quaternion::from_euler(euler_y);
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Vector3 euler_p(pitch, 0.0, 0.0);
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Quaternion q_p = Quaternion::from_euler(euler_p);
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r = Quaternion::from_euler(euler_r);
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// Instrinsically, Yaw-Y then Pitch-X then Roll-Z.
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// Extrinsically, Roll-Z is followed by Pitch-X, then Yaw-Y.
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Quaternion check_yxz = q_y * q_p * q_r;
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// Test construction from YXZ Euler angles.
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Vector3 euler_yxz(pitch, yaw, roll);
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Quaternion q = Quaternion::from_euler(euler_yxz);
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CHECK(q[0] == doctest::Approx(check_yxz[0]));
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CHECK(q[1] == doctest::Approx(check_yxz[1]));
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CHECK(q[2] == doctest::Approx(check_yxz[2]));
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CHECK(q[3] == doctest::Approx(check_yxz[3]));
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CHECK(q.is_equal_approx(check_yxz));
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CHECK(q.get_euler().is_equal_approx(euler_yxz));
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CHECK(check_yxz.get_euler().is_equal_approx(euler_yxz));
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}
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TEST_CASE("[Quaternion] Construct Basis Euler") {
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double yaw = Math::deg_to_rad(45.0);
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double pitch = Math::deg_to_rad(30.0);
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double roll = Math::deg_to_rad(10.0);
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Vector3 euler_yxz(pitch, yaw, roll);
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Quaternion q_yxz = Quaternion::from_euler(euler_yxz);
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Basis basis_axes = Basis::from_euler(euler_yxz);
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Quaternion q(basis_axes);
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CHECK(q.is_equal_approx(q_yxz));
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}
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TEST_CASE("[Quaternion] Construct Basis Axes") {
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// Arbitrary Euler angles.
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Vector3 euler_yxz(Math::deg_to_rad(31.41), Math::deg_to_rad(-49.16), Math::deg_to_rad(12.34));
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// Basis vectors from online calculation of rotation matrix.
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Vector3 i_unit(0.5545787, 0.1823950, 0.8118957);
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Vector3 j_unit(-0.5249245, 0.8337420, 0.1712555);
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Vector3 k_unit(-0.6456754, -0.5211586, 0.5581192);
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// Quaternion from online calculation.
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Quaternion q_calc(0.2016913, -0.4245716, 0.206033, 0.8582598);
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// Quaternion from local calculation.
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Quaternion q_local = quat_euler_yxz_deg(Vector3(31.41, -49.16, 12.34));
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// Quaternion from Euler angles constructor.
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Quaternion q_euler = Quaternion::from_euler(euler_yxz);
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CHECK(q_calc.is_equal_approx(q_local));
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CHECK(q_local.is_equal_approx(q_euler));
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// Calculate Basis and construct Quaternion.
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// When this is written, C++ Basis class does not construct from basis vectors.
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// This is by design, but may be subject to change.
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// Workaround by constructing Basis from Euler angles.
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// basis_axes = Basis(i_unit, j_unit, k_unit);
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Basis basis_axes = Basis::from_euler(euler_yxz);
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Quaternion q(basis_axes);
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CHECK(basis_axes.get_column(0).is_equal_approx(i_unit));
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CHECK(basis_axes.get_column(1).is_equal_approx(j_unit));
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CHECK(basis_axes.get_column(2).is_equal_approx(k_unit));
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CHECK(q.is_equal_approx(q_calc));
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CHECK_FALSE(q.inverse().is_equal_approx(q_calc));
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CHECK(q.is_equal_approx(q_local));
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CHECK(q.is_equal_approx(q_euler));
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CHECK(q[0] == doctest::Approx(0.2016913));
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CHECK(q[1] == doctest::Approx(-0.4245716));
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CHECK(q[2] == doctest::Approx(0.206033));
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CHECK(q[3] == doctest::Approx(0.8582598));
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}
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TEST_CASE("[Quaternion] Get Euler Orders") {
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double x = Math::deg_to_rad(30.0);
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double y = Math::deg_to_rad(45.0);
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double z = Math::deg_to_rad(10.0);
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Vector3 euler(x, y, z);
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for (int i = 0; i < 6; i++) {
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EulerOrder order = (EulerOrder)i;
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Basis basis = Basis::from_euler(euler, order);
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Quaternion q = Quaternion(basis);
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Vector3 check = q.get_euler(order);
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CHECK_MESSAGE(check.is_equal_approx(euler),
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"Quaternion get_euler method should return the original angles.");
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CHECK_MESSAGE(check.is_equal_approx(basis.get_euler(order)),
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"Quaternion get_euler method should behave the same as Basis get_euler.");
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}
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}
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TEST_CASE("[Quaternion] Product (book)") {
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// Example from "Quaternions and Rotation Sequences" by Jack Kuipers, p. 108.
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Quaternion p(1.0, -2.0, 1.0, 3.0);
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Quaternion q(-1.0, 2.0, 3.0, 2.0);
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Quaternion pq = p * q;
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CHECK(pq[0] == doctest::Approx(-9.0));
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CHECK(pq[1] == doctest::Approx(-2.0));
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CHECK(pq[2] == doctest::Approx(11.0));
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CHECK(pq[3] == doctest::Approx(8.0));
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}
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TEST_CASE("[Quaternion] Product") {
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double yaw = Math::deg_to_rad(45.0);
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double pitch = Math::deg_to_rad(30.0);
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double roll = Math::deg_to_rad(10.0);
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Vector3 euler_y(0.0, yaw, 0.0);
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Quaternion q_y = Quaternion::from_euler(euler_y);
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CHECK(q_y[0] == doctest::Approx(0.0));
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CHECK(q_y[1] == doctest::Approx(0.382684));
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CHECK(q_y[2] == doctest::Approx(0.0));
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CHECK(q_y[3] == doctest::Approx(0.923879));
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Vector3 euler_p(pitch, 0.0, 0.0);
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Quaternion q_p = Quaternion::from_euler(euler_p);
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CHECK(q_p[0] == doctest::Approx(0.258819));
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CHECK(q_p[1] == doctest::Approx(0.0));
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CHECK(q_p[2] == doctest::Approx(0.0));
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CHECK(q_p[3] == doctest::Approx(0.965926));
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Vector3 euler_r(0.0, 0.0, roll);
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Quaternion q_r = Quaternion::from_euler(euler_r);
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CHECK(q_r[0] == doctest::Approx(0.0));
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CHECK(q_r[1] == doctest::Approx(0.0));
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CHECK(q_r[2] == doctest::Approx(0.0871558));
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CHECK(q_r[3] == doctest::Approx(0.996195));
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// Test ZYX dynamic-axes since test data is available online.
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// Rotate first about X axis, then new Y axis, then new Z axis.
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// (Godot uses YXZ Yaw-Pitch-Roll order).
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Quaternion q_yp = q_y * q_p;
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CHECK(q_yp[0] == doctest::Approx(0.239118));
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CHECK(q_yp[1] == doctest::Approx(0.369644));
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CHECK(q_yp[2] == doctest::Approx(-0.099046));
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CHECK(q_yp[3] == doctest::Approx(0.892399));
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Quaternion q_ryp = q_r * q_yp;
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CHECK(q_ryp[0] == doctest::Approx(0.205991));
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CHECK(q_ryp[1] == doctest::Approx(0.389078));
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CHECK(q_ryp[2] == doctest::Approx(-0.0208912));
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CHECK(q_ryp[3] == doctest::Approx(0.897636));
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}
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TEST_CASE("[Quaternion] xform unit vectors") {
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// Easy to visualize: 120 deg about X-axis.
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// Transform the i, j, & k unit vectors.
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Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg_to_rad(120.0));
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Vector3 i_t = q.xform(Vector3(1.0, 0.0, 0.0));
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Vector3 j_t = q.xform(Vector3(0.0, 1.0, 0.0));
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Vector3 k_t = q.xform(Vector3(0.0, 0.0, 1.0));
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//
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CHECK(i_t.is_equal_approx(Vector3(1.0, 0.0, 0.0)));
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CHECK(j_t.is_equal_approx(Vector3(0.0, -0.5, 0.866025)));
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CHECK(k_t.is_equal_approx(Vector3(0.0, -0.866025, -0.5)));
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CHECK(i_t.length_squared() == doctest::Approx(1.0));
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CHECK(j_t.length_squared() == doctest::Approx(1.0));
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CHECK(k_t.length_squared() == doctest::Approx(1.0));
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// Easy to visualize: 30 deg about Y-axis.
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q = Quaternion(Vector3(0.0, 1.0, 0.0), Math::deg_to_rad(30.0));
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i_t = q.xform(Vector3(1.0, 0.0, 0.0));
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j_t = q.xform(Vector3(0.0, 1.0, 0.0));
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k_t = q.xform(Vector3(0.0, 0.0, 1.0));
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//
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CHECK(i_t.is_equal_approx(Vector3(0.866025, 0.0, -0.5)));
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CHECK(j_t.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
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CHECK(k_t.is_equal_approx(Vector3(0.5, 0.0, 0.866025)));
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CHECK(i_t.length_squared() == doctest::Approx(1.0));
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CHECK(j_t.length_squared() == doctest::Approx(1.0));
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CHECK(k_t.length_squared() == doctest::Approx(1.0));
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// Easy to visualize: 60 deg about Z-axis.
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q = Quaternion(Vector3(0.0, 0.0, 1.0), Math::deg_to_rad(60.0));
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i_t = q.xform(Vector3(1.0, 0.0, 0.0));
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j_t = q.xform(Vector3(0.0, 1.0, 0.0));
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k_t = q.xform(Vector3(0.0, 0.0, 1.0));
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//
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CHECK(i_t.is_equal_approx(Vector3(0.5, 0.866025, 0.0)));
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CHECK(j_t.is_equal_approx(Vector3(-0.866025, 0.5, 0.0)));
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CHECK(k_t.is_equal_approx(Vector3(0.0, 0.0, 1.0)));
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CHECK(i_t.length_squared() == doctest::Approx(1.0));
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CHECK(j_t.length_squared() == doctest::Approx(1.0));
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CHECK(k_t.length_squared() == doctest::Approx(1.0));
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}
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TEST_CASE("[Quaternion] xform vector") {
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// Arbitrary quaternion rotates an arbitrary vector.
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Vector3 euler_yzx(Math::deg_to_rad(31.41), Math::deg_to_rad(-49.16), Math::deg_to_rad(12.34));
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Basis basis_axes = Basis::from_euler(euler_yzx);
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Quaternion q(basis_axes);
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Vector3 v_arb(3.0, 4.0, 5.0);
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Vector3 v_rot = q.xform(v_arb);
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Vector3 v_compare = basis_axes.xform(v_arb);
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CHECK(v_rot.length_squared() == doctest::Approx(v_arb.length_squared()));
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CHECK(v_rot.is_equal_approx(v_compare));
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}
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|
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// Test vector xform for a single combination of Quaternion and Vector.
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void test_quat_vec_rotate(Vector3 euler_yzx, Vector3 v_in) {
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Basis basis_axes = Basis::from_euler(euler_yzx);
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Quaternion q(basis_axes);
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|
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Vector3 v_rot = q.xform(v_in);
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Vector3 v_compare = basis_axes.xform(v_in);
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|
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CHECK(v_rot.length_squared() == doctest::Approx(v_in.length_squared()));
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CHECK(v_rot.is_equal_approx(v_compare));
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}
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|
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TEST_CASE("[Stress][Quaternion] Many vector xforms") {
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// Many arbitrary quaternions rotate many arbitrary vectors.
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// For each trial, check that rotation by Quaternion yields same result as
|
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// rotation by Basis.
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const int STEPS = 100; // Number of test steps in each dimension
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const double delta = 2.0 * Math_PI / STEPS; // Angle increment per step
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const double delta_vec = 20.0 / STEPS; // Vector increment per step
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Vector3 vec_arb(1.0, 1.0, 1.0);
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double x_angle = -Math_PI;
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double y_angle = -Math_PI;
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double z_angle = -Math_PI;
|
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for (double i = 0; i < STEPS; ++i) {
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vec_arb[0] = -10.0 + i * delta_vec;
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x_angle = i * delta - Math_PI;
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|
for (double j = 0; j < STEPS; ++j) {
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vec_arb[1] = -10.0 + j * delta_vec;
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y_angle = j * delta - Math_PI;
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for (double k = 0; k < STEPS; ++k) {
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vec_arb[2] = -10.0 + k * delta_vec;
|
|
z_angle = k * delta - Math_PI;
|
|
Vector3 euler_yzx(x_angle, y_angle, z_angle);
|
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test_quat_vec_rotate(euler_yzx, vec_arb);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TEST_CASE("[Quaternion] Finite number checks") {
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|
const real_t x = NAN;
|
|
|
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CHECK_MESSAGE(
|
|
Quaternion(0, 1, 2, 3).is_finite(),
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|
"Quaternion with all components finite should be finite");
|
|
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, 1, 2, 3).is_finite(),
|
|
"Quaternion with one component infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, x, 2, 3).is_finite(),
|
|
"Quaternion with one component infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, 1, x, 3).is_finite(),
|
|
"Quaternion with one component infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, 1, 2, x).is_finite(),
|
|
"Quaternion with one component infinite should not be finite.");
|
|
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, x, 2, 3).is_finite(),
|
|
"Quaternion with two components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, 1, x, 3).is_finite(),
|
|
"Quaternion with two components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, 1, 2, x).is_finite(),
|
|
"Quaternion with two components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, x, x, 3).is_finite(),
|
|
"Quaternion with two components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, x, 2, x).is_finite(),
|
|
"Quaternion with two components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, 1, x, x).is_finite(),
|
|
"Quaternion with two components infinite should not be finite.");
|
|
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(0, x, x, x).is_finite(),
|
|
"Quaternion with three components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, 1, x, x).is_finite(),
|
|
"Quaternion with three components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, x, 2, x).is_finite(),
|
|
"Quaternion with three components infinite should not be finite.");
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, x, x, 3).is_finite(),
|
|
"Quaternion with three components infinite should not be finite.");
|
|
|
|
CHECK_FALSE_MESSAGE(
|
|
Quaternion(x, x, x, x).is_finite(),
|
|
"Quaternion with four components infinite should not be finite.");
|
|
}
|
|
|
|
} // namespace TestQuaternion
|
|
|
|
#endif // TEST_QUATERNION_H
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