/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "lib/self_test.h" #include #include #include "maths/Matrix3D.h" #include "maths/Quaternion.h" class TestMatrix : public CxxTest::TestSuite { public: void test_inverse() { CMatrix3D m; srand(0); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 16; ++j) { m._data[j] = -1.0f + 2.0f*(rand()/(float)RAND_MAX); } CMatrix3D n; m.GetInverse(n); m *= n; // verify identity has 1s on diagonal and 0 otherwise for (int x = 0; x < 4; ++x) { for (int y = 0; y < 4; ++y) { const float expected = (x==y)? 1.0f : 0.0f; TS_ASSERT_DELTA(m(x,y), expected, 0.0002f); } } } } void test_quats() { srand(0); for (int i = 0; i < 4; ++i) { CQuaternion q; q.FromEulerAngles( -6.28f + 12.56f*(rand()/(float)RAND_MAX), -6.28f + 12.56f*(rand()/(float)RAND_MAX), -6.28f + 12.56f*(rand()/(float)RAND_MAX) ); CMatrix3D m; q.ToMatrix(m); CQuaternion q2 = m.GetRotation(); // Quaternions (x,y,z,w) and (-x,-y,-z,-w) are equivalent when // interpreted as rotations, so it doesn't matter which we get const bool ok_oneway = feq(q2.m_W, q.m_W) && feq(q2.m_V.X, q.m_V.X) && feq(q2.m_V.Y, q.m_V.Y) && feq(q2.m_V.Z, q.m_V.Z); const bool ok_otherway = feq(q2.m_W, -q.m_W) && feq(q2.m_V.X, -q.m_V.X) && feq(q2.m_V.Y, -q.m_V.Y) && feq(q2.m_V.Z, -q.m_V.Z); TS_ASSERT(ok_oneway ^ ok_otherway); } } void test_rotate() { CMatrix3D m; srand(0); for (int j = 0; j < 16; ++j) m._data[j] = -1.0f + 2.0f*(rand()/(float)RAND_MAX); CMatrix3D r, a, b; a = m; b = m; a.RotateX(1.0f); r.SetXRotation(1.0f); b.Concatenate(r); for (int x = 0; x < 4; ++x) for (int y = 0; y < 4; ++y) TS_ASSERT_DELTA(a(x,y), b(x,y), 0.0002f); a = m; b = m; a.RotateY(1.0f); r.SetYRotation(1.0f); b.Concatenate(r); for (int x = 0; x < 4; ++x) for (int y = 0; y < 4; ++y) TS_ASSERT_DELTA(a(x,y), b(x,y), 0.0002f); a = m; b = m; a.RotateZ(1.0f); r.SetZRotation(1.0f); b.Concatenate(r); for (int x = 0; x < 4; ++x) for (int y = 0; y < 4; ++y) TS_ASSERT_DELTA(a(x,y), b(x,y), 0.0002f); } void test_getRotation() { CMatrix3D m; srand(0); m.SetZero(); TS_ASSERT_EQUALS(m.GetYRotation(), 0.f); m.SetIdentity(); TS_ASSERT_EQUALS(m.GetYRotation(), 0.f); for (int j = 0; j < 16; ++j) { float a = 2*M_PI*rand()/(float)RAND_MAX - M_PI; m.SetYRotation(a); TS_ASSERT_DELTA(m.GetYRotation(), a, 0.001f); } } void test_scale() { CMatrix3D m; srand(0); for (int j = 0; j < 16; ++j) m._data[j] = -1.0f + 2.0f*(rand()/(float)RAND_MAX); CMatrix3D s, a, b; a = m; b = m; a.Scale(0.5f, 2.0f, 3.0f); s.SetScaling(0.5f, 2.0f, 3.0f); b.Concatenate(s); for (int x = 0; x < 4; ++x) for (int y = 0; y < 4; ++y) TS_ASSERT_DELTA(a(x,y), b(x,y), 0.0002f); } };