RoboidControl-cpp/test/Spherical16_test.cc
2024-12-26 12:34:26 +01:00

222 lines
8.1 KiB
C++

#if GTEST
#include <gtest/gtest.h>
#include <limits>
#include <math.h>
#include "Spherical.h"
#include "Vector3.h"
#define FLOAT_INFINITY std::numeric_limits<float>::infinity()
TEST(Spherical16, FromVector3) {
Vector3 v = Vector3(0, 0, 1);
Spherical16 s = Spherical16::FromVector3(v);
EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 0 1";
EXPECT_FLOAT_EQ((float)s.direction.horizontal.InDegrees(), 0.0F)
<< "s.hor 0 0 1";
EXPECT_FLOAT_EQ((float)s.direction.vertical.InDegrees(), 0.0F)
<< "s.vert 0 0 1";
v = Vector3(0, 1, 0);
s = Spherical16::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 = Spherical16::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(Spherical16, Vector3) {
Vector3 v = Vector3(1, 2, 3);
Spherical16 rd = Spherical16::FromVector3(v);
Vector3 rv = rd.ToVector3();
EXPECT_LT(Vector3::Distance(v, rv), 10e-4) << " 1 2 3 <-> spherical";
v = Vector3(1, 2, -3);
rd = Spherical16::FromVector3(v);
rv = rd.ToVector3();
EXPECT_LT(Vector3::Distance(v, rv), 10e-4) << " 1 2 3 <-> spherical";
}
// TEST(Spherical16, FromPolar) {
// Polar p = Polar(1, 0);
// Spherical16 s = Spherical16::FromPolar(p);
// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 0)";
// EXPECT_FLOAT_EQ(s.horizontal.InDegrees(), 0.0F) << "s.hor Polar(1 0)";
// EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(1 0)";
// p = Polar(1, 45);
// s = Spherical16::FromPolar(p);
// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 45)";
// EXPECT_FLOAT_EQ(s.horizontal.InDegrees(), 45.0F) << "s.hor Polar(1 45)";
// EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(1 45)";
// p = Polar(1, -45);
// s = Spherical16::FromPolar(p);
// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 -45)";
// EXPECT_FLOAT_EQ(s.horizontal.InDegrees(), -45.0F) << "s.hor Polar(1 -45)";
// EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(1 -45)";
// p = Polar(0, 0);
// s = Spherical16::FromPolar(p);
// EXPECT_FLOAT_EQ(s.distance, 0.0F) << "s.distance Polar(0 0)";
// EXPECT_FLOAT_EQ(s.horizontal.InDegrees(), 0.0F) << "s.hor Polar(0 0)";
// EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(0 0)";
// p = Polar(-1, 0);
// s = Spherical16::FromPolar(p);
// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(-1 0)";
// EXPECT_FLOAT_EQ(s.horizontal.InDegrees(), -180.0F) << "s.hor Polar(-1 0)";
// EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(-1 0)";
// }
TEST(Spherical16, Incident1) {
Vector3 v = Vector3(2.242557f, 1.027884f, -0.322347f);
Spherical16 s = Spherical16::FromVector3(v);
Spherical16 sr =
Spherical16(2.49F, Angle16::Degrees(98.18f), Angle16::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 =
Spherical16(sr.distance, sr.direction.horizontal, sr.direction.vertical)
.ToVector3();
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(Spherical16, Incident2) {
Vector3 v = Vector3(1.0f, 0.0f, 1.0f);
Spherical16 s = Spherical16::FromVector3(v);
Spherical16 sr = Spherical16(1.4142135623F, Angle16::Degrees(45.0f),
Angle16::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 =
Spherical16(sr.distance, sr.direction.horizontal, sr.direction.vertical)
.ToVector3();
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 = Spherical16::FromVector3(v);
sr = Spherical16(1.4142135623F, Angle16::Degrees(0), Angle16::Degrees(45));
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 = Spherical16(sr.distance, sr.direction.horizontal, sr.direction.vertical)
.ToVector3();
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 = Spherical16::FromVector3(v);
r = Spherical16(s.distance, s.direction.horizontal, s.direction.vertical)
.ToVector3();
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-04);
EXPECT_NEAR(r.Up(), v.Up(), 1.0e-04);
EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-04);
// s = Spherical16(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(Spherical16, Addition) {
Spherical16 v1 = Spherical16(1, Angle16::Degrees(45), Angle16::Degrees(0));
Spherical16 v2 = Spherical16::zero;
Spherical16 r = Spherical16::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 = Spherical16(1, Angle16::Degrees(-45), Angle16::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 = Spherical16(1, Angle16::Degrees(0), Angle16::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)";
}
TEST(Spherical16, AdditionPerformance) {
const int numIterations = 1000000; // Number of additions to test
std::vector<Spherical16> sphericalObjects;
// Populate the vector with random SphericalOf objects
for (int i = 0; i < numIterations; ++i) {
float distance = (float)(rand() % 100);
float horizontal = (float)(rand() % 180);
float vertical = (float)(rand() % 360);
Spherical16 s = Spherical16::Deg(distance, horizontal, vertical);
sphericalObjects.push_back(s);
}
// Measure the time to perform multiple additions
auto start = std::chrono::high_resolution_clock::now();
Spherical16 result = Spherical16::zero; // Start with a
// zero-initialized object
for (int i = 0; i < numIterations - 1; ++i) {
result = result + sphericalObjects[i]; // Add objects
// together
}
auto end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> duration = end - start;
std::cout << "Time to perform " << numIterations - 1
<< " additions: " << duration.count() << " seconds." << std::endl;
// Assert that the time taken is less than
// 1 second (or any other performance
// requirement)
ASSERT_LE(duration.count(), 1.0) << "Performance test failed: "
"Additions took longer than 1 "
"second.";
}
#endif