158 lines
5.5 KiB
C++
158 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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#define FLOAT_INFINITY std::numeric_limits<float>::infinity()
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TEST(Spherical, FromVector3) {
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Vector3 v = Vector3(0, 0, 1);
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Spherical s = Spherical::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(s.horizontal.InDegrees(), 0.0F) << "s.hor 0 0 1";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert 0 0 1";
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v = Vector3(0, 1, 0);
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s = Spherical::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.InDegrees(), 0.0F) << "s.hor 0 1 0";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 90.0F) << "s.vert 0 1 0";
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v = Vector3(1, 0, 0);
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s = Spherical::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.InDegrees(), 90.0F) << "s.hor 1 0 0";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert 1 0 0";
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}
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TEST(Spherical, FromPolar) {
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Polar p = Polar(1, Angle::Degrees(0));
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Spherical s = Spherical::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.InDegrees(), 0.0F) << "s.hor Polar(1 0)";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(1 0)";
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p = Polar(1, Angle::Degrees(45));
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s = Spherical::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.InDegrees(), 45.0F) << "s.hor Polar(1 45)";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(1 45)";
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p = Polar(1, Angle::Degrees(-45));
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s = Spherical::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.InDegrees(), -45.0F) << "s.hor Polar(1 -45)";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(1 -45)";
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p = Polar(0, Angle::Degrees(0));
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s = Spherical::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.InDegrees(), 0.0F) << "s.hor Polar(0 0)";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(0 0)";
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p = Polar(-1, Angle::Degrees(0));
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s = Spherical::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.InDegrees(), 180.0F) << "s.hor Polar(-1 0)";
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EXPECT_FLOAT_EQ(s.vertical.InDegrees(), 0.0F) << "s.vert Polar(-1 0)";
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}
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TEST(Spherical, Incident1) {
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Vector3 v = Vector3(2.242557f, 1.027884f, -0.322347f);
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Spherical s = Spherical::FromVector3(v);
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Spherical sr =
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Spherical(2.49F, Angle::Degrees(98.18f), Angle::Degrees(24.4F));
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-01);
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EXPECT_NEAR(s.horizontal.InDegrees(), sr.horizontal.InDegrees(), 1.0e-02);
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EXPECT_NEAR(s.vertical.InDegrees(), sr.vertical.InDegrees(), 1.0e-02);
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Vector3 r = Vector3(sr);
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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(Spherical, Incident2) {
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Vector3 v = Vector3(1.0f, 0.0f, 1.0f);
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Spherical s = Spherical::FromVector3(v);
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Spherical sr =
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Spherical(1.4142135623F, Angle::Degrees(45.0f), Angle::Degrees(0.0F));
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontal.InDegrees(), sr.horizontal.InDegrees(), 1.0e-05);
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EXPECT_NEAR(s.vertical.InDegrees(), sr.vertical.InDegrees(), 1.0e-05);
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Vector3 r = Vector3(sr);
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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 = Spherical::FromVector3(v);
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sr = Spherical(1.4142135623F, Angle::Degrees(0.0f), Angle::Degrees(45.0F));
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontal.InDegrees(), sr.horizontal.InDegrees(), 1.0e-05);
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EXPECT_NEAR(s.vertical.InDegrees(), sr.vertical.InDegrees(), 1.0e-05);
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r = Vector3(sr);
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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 = Spherical::FromVector3(v);
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r = Vector3(s);
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EXPECT_NEAR(s.distance, 1.73205080F, 1.0e-02);
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EXPECT_NEAR(s.horizontal.InDegrees(), 45.0F, 1.0e-02);
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EXPECT_NEAR(s.vertical.InDegrees(), 35.26F, 1.0e-02);
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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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// s = Spherical(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(Spherical, Addition) {
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Spherical v1 = Spherical(1, Angle::Degrees(45), Angle::Degrees(0));
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Spherical v2 = Spherical::zero;
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Spherical r = Spherical::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 = Spherical(1, Angle::Degrees(-45), Angle::Degrees(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.InDegrees(), 0) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.vertical.InDegrees(), 0) << "Addition(1 -45 0)";
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v2 = Spherical(1, Angle::Degrees(0), Angle::Degrees(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.InDegrees(), 45) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.vertical.InDegrees(), 45) << "Addition(1 0 90)";
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}
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#endif |