157 lines
5.5 KiB
C++
157 lines
5.5 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 "Spherical.h"
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#include "Vector3.h"
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#define FLOAT_INFINITY std::numeric_limits<float>::infinity()
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TEST(Spherical16, FromVector3) {
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Vector3 v = Vector3(0, 0, 1);
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Spherical16 s = Spherical16::FromVector3(v);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 0 1";
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EXPECT_FLOAT_EQ((float)s.horizontal.ToFloat(), 0.0F) << "s.hor 0 0 1";
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EXPECT_FLOAT_EQ((float)s.vertical.ToFloat(), 0.0F) << "s.vert 0 0 1";
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v = Vector3(0, 1, 0);
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s = Spherical16::FromVector3(v);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 1 0";
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EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 0.0F) << "s.hor 0 1 0";
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EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 90.0F) << "s.vert 0 1 0";
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v = Vector3(1, 0, 0);
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s = Spherical16::FromVector3(v);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 1 0 0";
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EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 90.0F) << "s.hor 1 0 0";
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EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert 1 0 0";
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}
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// TEST(Spherical16, FromPolar) {
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// Polar p = Polar(1, 0);
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// Spherical16 s = Spherical16::FromPolar(p);
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 0)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 0.0F) << "s.hor Polar(1 0)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(1 0)";
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// p = Polar(1, 45);
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// s = Spherical16::FromPolar(p);
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 45)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 45.0F) << "s.hor Polar(1 45)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(1 45)";
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// p = Polar(1, -45);
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// s = Spherical16::FromPolar(p);
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 -45)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), -45.0F) << "s.hor Polar(1 -45)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(1 -45)";
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// p = Polar(0, 0);
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// s = Spherical16::FromPolar(p);
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// EXPECT_FLOAT_EQ(s.distance, 0.0F) << "s.distance Polar(0 0)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 0.0F) << "s.hor Polar(0 0)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(0 0)";
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// p = Polar(-1, 0);
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// s = Spherical16::FromPolar(p);
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(-1 0)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), -180.0F) << "s.hor Polar(-1 0)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(-1 0)";
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// }
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TEST(Spherical16, Incident1) {
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Vector3 v = Vector3(2.242557f, 1.027884f, -0.322347f);
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Spherical16 s = Spherical16::FromVector3(v);
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Spherical16 sr = Spherical16(2.49F, 98.18f, 24.4F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-01);
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EXPECT_NEAR(s.horizontal.ToFloat(), sr.horizontal.ToFloat(), 1.0e-02);
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EXPECT_NEAR(s.vertical.ToFloat(), sr.vertical.ToFloat(), 1.0e-02);
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Vector3 r = Spherical16(sr.distance, sr.horizontal, sr.vertical).ToVector3();
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-02) << "toVector3.x 1 0 0";
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-02) << "toVector3.y 1 0 0";
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-02) << "toVector3.z 1 0 0";
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}
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TEST(Spherical16, Incident2) {
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Vector3 v = Vector3(1.0f, 0.0f, 1.0f);
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Spherical16 s = Spherical16::FromVector3(v);
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Spherical16 sr = Spherical16(1.4142135623F, 45.0f, 0.0F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontal.ToFloat(), sr.horizontal.ToFloat(), 1.0e-05);
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EXPECT_NEAR(s.vertical.ToFloat(), sr.vertical.ToFloat(), 1.0e-05);
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Vector3 r = Spherical16(sr.distance, sr.horizontal, sr.vertical).ToVector3();
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);
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v = Vector3(0.0f, 1.0f, 1.0f);
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s = Spherical16::FromVector3(v);
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sr = Spherical16(1.4142135623F, 0.0f, 45.0F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontal.ToFloat(), sr.horizontal.ToFloat(), 1.0e-05);
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EXPECT_NEAR(s.vertical.ToFloat(), sr.vertical.ToFloat(), 1.0e-05);
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r = Spherical16(sr.distance, sr.horizontal, sr.vertical).ToVector3();
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);
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v = Vector3(1.0f, 1.0f, 1.0f);
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s = Spherical16::FromVector3(v);
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r = Spherical16(s.distance, s.horizontal, s.vertical).ToVector3();
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EXPECT_NEAR(s.distance, 1.73205080F, 1.0e-02);
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EXPECT_NEAR(s.horizontal.ToFloat(), 45.0F, 1.0e-02);
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EXPECT_NEAR(s.vertical.ToFloat(), 35.26F, 1.0e-02);
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-04);
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-04);
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-04);
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// s = Spherical16(10, 45, 45);
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// r = s.ToVector3();
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// EXPECT_NEAR(r.x, 5, 1.0e-06);
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// EXPECT_NEAR(r.y, 7.07, 1.0e-06);
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// EXPECT_NEAR(r.z, 5, 1.0e-06);
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}
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TEST(Spherical16, Addition) {
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Spherical16 v1 = Spherical16(1, 45, 0);
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Spherical16 v2 = Spherical16::zero;
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Spherical16 r = Spherical16::zero;
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r = v1 + v2;
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EXPECT_FLOAT_EQ(r.distance, v1.distance) << "Addition(0 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 0)";
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v2 = Spherical16(1, -45, 0);
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r = v1 + v2;
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EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.horizontal.ToFloat(), 0) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.vertical.ToFloat(), 0) << "Addition(1 -45 0)";
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v2 = Spherical16(1, 0, 90);
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r = v1 + v2;
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EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.horizontal.ToFloat(), 45) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.vertical.ToFloat(), 45) << "Addition(1 0 90)";
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}
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#endif |