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