#if GTEST
#include <gtest/gtest.h>
#include <math.h>
#include <limits>

#include "Spherical.h"

#define FLOAT_INFINITY std::numeric_limits<float>::infinity()

TEST(SphericalSingle, FromVector3) {
  Vector3 v = Vector3(0, 0, 1);
  SphericalSingle s = SphericalSingle ::FromVector3(v);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 0 1";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), 0.0F) << "s.hor 0 0 1";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F) << "s.vert 0 0 1";

  v = Vector3(0, 1, 0);
  s = SphericalSingle ::FromVector3(v);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 1 0";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), 0.0F) << "s.hor 0 1 0";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 90.0F) << "s.vert 0 1 0";

  v = Vector3(1, 0, 0);
  s = SphericalSingle ::FromVector3(v);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 1 0 0";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), 90.0F) << "s.hor 1 0 0";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F) << "s.vert 1 0 0";
}

TEST(SphericalSingle, FromPolar) {
  Polar p = Polar(1, Angle::Degrees(0));
  SphericalSingle s = SphericalSingle ::FromPolar(p);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 0)";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), 0.0F)
      << "s.hor Polar(1 0)";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F)
      << "s.vert Polar(1 0)";

  p = Polar(1, Angle::Degrees(45));
  s = SphericalSingle ::FromPolar(p);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 45)";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), 45.0F)
      << "s.hor Polar(1 45)";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F)
      << "s.vert Polar(1 45)";

  p = Polar(1, Angle::Degrees(-45));
  s = SphericalSingle ::FromPolar(p);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 -45)";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), -45.0F)
      << "s.hor Polar(1 -45)";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F)
      << "s.vert Polar(1 -45)";

  p = Polar(0, Angle::Degrees(0));
  s = SphericalSingle ::FromPolar(p);

  EXPECT_FLOAT_EQ(s.distance, 0.0F) << "s.distance Polar(0 0)";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), 0.0F)
      << "s.hor Polar(0 0)";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F)
      << "s.vert Polar(0 0)";

  p = Polar(-1, Angle::Degrees(0));
  s = SphericalSingle ::FromPolar(p);

  EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(-1 0)";
  EXPECT_FLOAT_EQ(s.direction.horizontal.InDegrees(), -180.0F)
      << "s.hor Polar(-1 0)";
  EXPECT_FLOAT_EQ(s.direction.vertical.InDegrees(), 0.0F)
      << "s.vert Polar(-1 0)";
}

TEST(SphericalSingle, Incident1) {
  Vector3 v = Vector3(2.242557f, 1.027884f, -0.322347f);
  SphericalSingle s = SphericalSingle ::FromVector3(v);

  SphericalSingle sr =
      SphericalSingle(2.49F, Angle::Degrees(98.18f), Angle::Degrees(24.4F));
  EXPECT_NEAR(s.distance, sr.distance, 1.0e-01);
  EXPECT_NEAR(s.direction.horizontal.InDegrees(),
              sr.direction.horizontal.InDegrees(), 1.0e-02);
  EXPECT_NEAR(s.direction.vertical.InDegrees(),
              sr.direction.vertical.InDegrees(), 1.0e-02);

  Vector3 r = Vector3(sr);
  EXPECT_NEAR(r.Right(), v.Right(), 1.0e-02) << "toVector3.x 1 0 0";
  EXPECT_NEAR(r.Up(), v.Up(), 1.0e-02) << "toVector3.y 1 0 0";
  EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-02) << "toVector3.z 1 0 0";
}

TEST(SphericalSingle, Incident2) {
  Vector3 v = Vector3(1.0f, 0.0f, 1.0f);
  SphericalSingle s = SphericalSingle ::FromVector3(v);

  SphericalSingle sr = SphericalSingle(1.4142135623F, Angle::Degrees(45.0f),
                                       Angle::Degrees(0.0F));
  EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
  EXPECT_NEAR(s.direction.horizontal.InDegrees(),
              sr.direction.horizontal.InDegrees(), 1.0e-05);
  EXPECT_NEAR(s.direction.vertical.InDegrees(),
              sr.direction.vertical.InDegrees(), 1.0e-05);

  Vector3 r = Vector3(sr);
  EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
  EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
  EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);

  v = Vector3(0.0f, 1.0f, 1.0f);
  s = SphericalSingle ::FromVector3(v);

  sr = SphericalSingle(1.4142135623F, Angle::Degrees(0.0f),
                       Angle::Degrees(45.0F));
  EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
  EXPECT_NEAR(s.direction.horizontal.InDegrees(),
              sr.direction.horizontal.InDegrees(), 1.0e-05);
  EXPECT_NEAR(s.direction.vertical.InDegrees(),
              sr.direction.vertical.InDegrees(), 1.0e-05);

  r = Vector3(sr);
  EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
  EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
  EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);

  v = Vector3(1.0f, 1.0f, 1.0f);
  s = SphericalSingle ::FromVector3(v);
  r = Vector3(s);

  EXPECT_NEAR(s.distance, 1.73205080F, 1.0e-02);
  EXPECT_NEAR(s.direction.horizontal.InDegrees(), 45.0F, 1.0e-02);
  EXPECT_NEAR(s.direction.vertical.InDegrees(), 35.26F, 1.0e-02);

  EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
  EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
  EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);

  // s = SphericalSingle(10, 45, 45);
  // r = s.ToVector3();
  // EXPECT_NEAR(r.x, 5, 1.0e-06);
  // EXPECT_NEAR(r.y, 7.07, 1.0e-06);
  // EXPECT_NEAR(r.z, 5, 1.0e-06);
}

TEST(SphericalSingle, Addition) {
  SphericalSingle v1 =
      SphericalSingle(1, Angle::Degrees(45), Angle::Degrees(0));
  SphericalSingle v2 = SphericalSingle ::zero;
  SphericalSingle r = SphericalSingle ::zero;

  r = v1 + v2;
  EXPECT_FLOAT_EQ(r.distance, v1.distance) << "Addition(0 0 0)";

  r = v1;
  r += v2;
  EXPECT_FLOAT_EQ(r.distance, v1.distance) << "Addition(0 0 0)";

  v2 = SphericalSingle(1, Angle::Degrees(-45), Angle::Degrees(0));
  r = v1 + v2;
  EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(1 -45 0)";
  EXPECT_FLOAT_EQ(r.direction.horizontal.InDegrees(), 0) << "Addition(1 -45 0)";
  EXPECT_FLOAT_EQ(r.direction.vertical.InDegrees(), 0) << "Addition(1 -45 0)";

  v2 = SphericalSingle(1, Angle::Degrees(0), Angle::Degrees(90));
  r = v1 + v2;
  EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(1 0 90)";
  EXPECT_FLOAT_EQ(r.direction.horizontal.InDegrees(), 45) << "Addition(1 0 90)";
  EXPECT_FLOAT_EQ(r.direction.vertical.InDegrees(), 45) << "Addition(1 0 90)";
}

#endif