#if GTEST #include #include #include #include "Spherical.h" #define FLOAT_INFINITY std::numeric_limits::infinity() TEST(Spherical, FromVector3) { Vector3 v = Vector3(0, 0, 1); Spherical s = Spherical(v); EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 0 1"; EXPECT_FLOAT_EQ(s.horizontalAngle, 0.0F) << "s.hor 0 0 1"; EXPECT_FLOAT_EQ(s.verticalAngle, 0.0F) << "s.vert 0 0 1"; v = Vector3(0, 1, 0); s = Spherical(v); EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 1 0"; EXPECT_FLOAT_EQ(s.horizontalAngle, 0.0F) << "s.hor 0 1 0"; EXPECT_FLOAT_EQ(s.verticalAngle, 90.0F) << "s.vert 0 1 0"; v = Vector3(1, 0, 0); s = Spherical(v); EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 1 0 0"; EXPECT_FLOAT_EQ(s.horizontalAngle, 90.0F) << "s.hor 1 0 0"; EXPECT_FLOAT_EQ(s.verticalAngle, 0.0F) << "s.vert 1 0 0"; } TEST(Spherical, ToVector3) { Vector3 v = Vector3(0, 0, 1); Spherical s = Spherical(v); Vector3 r = s.ToVector3(); EXPECT_FLOAT_EQ(r.x, 0.0F) << "toVector3.x 0 0 1"; EXPECT_FLOAT_EQ(r.y, 0.0F) << "toVector3.y 0 0 1"; EXPECT_FLOAT_EQ(r.z, 1.0F) << "toVector3.z 0 0 1"; v = Vector3(0, 1, 0); s = Spherical(v); r = s.ToVector3(); EXPECT_FLOAT_EQ(r.x, 0.0F) << "toVector3.x 0 1 0"; EXPECT_FLOAT_EQ(r.y, 1.0F) << "toVector3.y 0 1 0"; EXPECT_NEAR(r.z, 0.0F, 1.0e-06) << "toVector3.z 0 1 0"; v = Vector3(1, 0, 0); s = Spherical(v); r = s.ToVector3(); EXPECT_FLOAT_EQ(r.x, 1.0F) << "toVector3.x 1 0 0"; EXPECT_FLOAT_EQ(r.y, 0.0F) << "toVector3.y 1 0 0"; EXPECT_NEAR(r.z, 0.0F, 1.0e-06) << "toVector3.z 1 0 0"; } #endif