#if GTEST #include #include #include #include "Polar.h" #include "Spherical.h" #define FLOAT_INFINITY std::numeric_limits::infinity() TEST(Polar, FromVector2) { Vector2 v = Vector2(0, 1); Polar p = Polar::FromVector2(v); EXPECT_FLOAT_EQ(p.distance, 1.0F) << "p.distance 0 1"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), 0.0F) << "s.angle 0 0 1"; v = Vector2(1, 0); p = Polar::FromVector2(v); EXPECT_FLOAT_EQ(p.distance, 1.0F) << "p.distance 1 0"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), 90.0F) << "s.angle 1 0"; v = Vector2(-1, 1); p = Polar::FromVector2(v); EXPECT_FLOAT_EQ(p.distance, sqrt(2.0F)) << "p.distance -1 1"; EXPECT_NEAR(p.angle.InDegrees(), -45.0F, 1.0e-05) << "s.angle -1 1"; } TEST(Polar, FromSpherical) { Spherical s; Polar p; s = Spherical(1, Angle::Degrees(0), Angle::Degrees(0)); p = Polar::FromSpherical(s); EXPECT_FLOAT_EQ(p.distance, 1.0F) << "p.distance FromSpherical(1 0 0)"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), 0.0F) << "p.angle FromSpherical(1 0 0)"; s = Spherical(1, Angle::Degrees(45), Angle::Degrees(0)); p = Polar::FromSpherical(s); EXPECT_FLOAT_EQ(p.distance, 1.0F) << "p.distance FromSpherical(1 45 0)"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), 45.0F) << "p.angle FromSpherical(1 45 0)"; s = Spherical(1, Angle::Degrees(-45), Angle::Degrees(0)); p = Polar::FromSpherical(s); EXPECT_FLOAT_EQ(p.distance, 1.0F) << "p.distance FromSpherical(1 -45 0)"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), -45.0F) << "p.angle FromSpherical(1 -45 0)"; s = Spherical(0, Angle::Degrees(0), Angle::Degrees(0)); p = Polar::FromSpherical(s); EXPECT_FLOAT_EQ(p.distance, 0.0F) << "p.distance FromSpherical(0 0 0)"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), 0.0F) << "p.angle FromSpherical(0 0 0)"; s = Spherical(-1, Angle::Degrees(0), Angle::Degrees(0)); p = Polar::FromSpherical(s); EXPECT_FLOAT_EQ(p.distance, 1.0F) << "p.distance FromSpherical(-1 0 0)"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), -180.0F) << "p.angle FromSpherical(-1 0 0)"; s = Spherical(0, Angle::Degrees(0), Angle::Degrees(90)); p = Polar::FromSpherical(s); EXPECT_FLOAT_EQ(p.distance, 0.0F) << "p.distance FromSpherical(0 0 90)"; EXPECT_FLOAT_EQ(p.angle.InDegrees(), 0.0F) << "p.angle FromSpherical(0 0 90)"; } TEST(Polar, Negation) { Polar v = Polar(2, Angle::Degrees(45)); Polar r = Polar::zero; r = -v; EXPECT_FLOAT_EQ(r.distance, 2); EXPECT_FLOAT_EQ(r.angle.InDegrees(), -135); EXPECT_TRUE(r == Polar(2, Angle::Degrees(-135))) << "Negate(2 45)"; v = Polar(2, Angle::Degrees(-45)); r = -v; EXPECT_TRUE(r == Polar(2, Angle::Degrees(135))) << "Negate(2 -45)"; v = Polar(2, Angle::Degrees(0)); r = -v; EXPECT_TRUE(r == Polar(2, Angle::Degrees(180))) << "Negate(2 0)"; v = Polar(0, Angle::Degrees(0)); r = -v; EXPECT_FLOAT_EQ(r.distance, 0.0f); EXPECT_FLOAT_EQ(r.angle.InDegrees(), 0.0f); EXPECT_TRUE(r == Polar(0, Angle::Degrees(0))) << "Negate(0 0)"; } TEST(Polar, Subtraction) { Polar v1 = Polar(4, Angle::Degrees(45)); Polar v2 = Polar(1, Angle::Degrees(-90)); Polar r = Polar::zero; r = v1 - v2; // don't know what to expect yet v2 = Polar::zero; r = v1 - v2; EXPECT_FLOAT_EQ(r.distance, v1.distance) << "Subtraction(0 0)"; } TEST(Polar, Addition) { Polar v1 = Polar(1, Angle::Degrees(45)); Polar v2 = Polar(1, Angle::Degrees(-90)); Polar r = Polar::zero; r = v1 - v2; // don't know what to expect yet v2 = Polar::zero; r = v1 + v2; EXPECT_FLOAT_EQ(r.distance, v1.distance) << "Addition(0 0)"; r = v1; r += v2; EXPECT_FLOAT_EQ(r.distance, v1.distance) << "Addition(0 0)"; v2 = Polar(1, Angle::Degrees(-45)); r = v1 + v2; EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(0 0 0)"; EXPECT_FLOAT_EQ(r.angle.InDegrees(), 0) << "Addition(0 0 0)"; } TEST(Polar, Scale_Multiply) { Polar v1 = Polar(4, Angle::Degrees(45)); Polar r = Polar::zero; r = v1 * 2.0f; EXPECT_FLOAT_EQ(r.distance, v1.distance * 2) << "ScaleMult(4 45, 2)"; EXPECT_FLOAT_EQ(r.angle.InDegrees(), v1.angle.InDegrees()) << "ScaleMult(4 45, 2)"; } TEST(Polar, Scale_Divide) { Polar v1 = Polar(4, Angle::Degrees(45)); Polar r = Polar::zero; r = v1 / 2.0f; EXPECT_FLOAT_EQ(r.distance, v1.distance / 2) << "ScaleDiv(4 45, 2)"; EXPECT_FLOAT_EQ(r.angle.InDegrees(), v1.angle.InDegrees()) << "ScaleDiv(4 45, 2)"; } TEST(Polar, Distance) { Polar v1 = Polar(4, Angle::Degrees(45)); Polar v2 = Polar(1, Angle::Degrees(-90)); float d = 0; d = Polar::Distance(v1, v2); // don't know what to expect yet v2 = Polar::zero; d = Polar::Distance(v1, v2); EXPECT_FLOAT_EQ(d, v1.distance) << "Distance(4 45, zero)"; } TEST(Polar, Rotate) { Polar v = Polar(4, Angle::Degrees(45)); Polar r = Polar::zero; r = Polar::Rotate(v, Angle::Degrees(45)); EXPECT_FLOAT_EQ(r.distance, v.distance) << "Rotate(4 45, 45)"; EXPECT_FLOAT_EQ(r.angle.InDegrees(), 90.0f) << "Rotate(4 45, 45)"; } #endif