#include "Catch2.h" #include #include #include "../_TestingUtilities/HandyMacros.h" #include using namespace Eule; namespace { static std::mt19937 rng = std::mt19937((std::random_device())()); } // Tests if all values are 0 after initialization via default constructor TEST_CASE(__FILE__"/New_Vector_All_0", "[Vector][Vector3]") { Vector3d v3; REQUIRE(0.0 == v3.x); REQUIRE(0.0 == v3.y); REQUIRE(0.0 == v3.z); return; } // Tests if values can be set via the constructor TEST_CASE(__FILE__"/Can_Set_Values_Constructor", "[Vector][Vector3]") { Vector3d v3(69, 32, 16); REQUIRE(69. == v3.x); REQUIRE(32. == v3.y); REQUIRE(16. == v3.z); return; } // Tests if values can be set via letters TEST_CASE(__FILE__"/Can_Set_Values_Letters", "[Vector][Vector3]") { Vector3d v3; v3.x = 69; v3.y = 32; v3.z = 16; REQUIRE(69. == v3.x); REQUIRE(32. == v3.y); REQUIRE(16. == v3.z); return; } // Tests if values can be set via array descriptors TEST_CASE(__FILE__"/Can_Set_Values_ArrayDescriptor", "[Vector][Vector3]") { Vector3d v3; v3[0] = 69; v3[1] = 32; v3[2] = 16; REQUIRE(69. == v3.x); REQUIRE(32. == v3.y); REQUIRE(16. == v3.z); return; } // Tests if values can be set via an initializer list TEST_CASE(__FILE__"/Can_Set_Values_InitializerList", "[Vector][Vector3]") { Vector3d v3 = { 69, 32, 16 }; REQUIRE(69. == v3.x); REQUIRE(32. == v3.y); REQUIRE(16. == v3.z); return; } // Tests for vectors copied via the copy constructor to have the same values TEST_CASE(__FILE__"/Copy_Constructor_Same_Values", "[Vector][Vector3]") { Vector3d a(69, 32, 16); Vector3d b(a); REQUIRE(a.x == b.x); REQUIRE(a.y == b.y); REQUIRE(a.z == b.z); return; } // Tests for vectors copied via the equals operator to have the same values TEST_CASE(__FILE__"/Operator_Equals_Same_Values", "[Vector][Vector3]") { Vector3d a(69, 32, 16); Vector3d b = a; REQUIRE(a.x == b.x); REQUIRE(a.y == b.y); REQUIRE(a.z == b.z); return; } // Tests for vectors copied via the copy constructor to be modifyable without modifying the original object TEST_CASE(__FILE__"/Copy_Constructor_Independent", "[Vector][Vector3]") { Vector3d a(69, 32, 16); Vector3d b(a); b.x = 169; b.y = 132; b.z = 116; REQUIRE(69.0 == a.x); REQUIRE(32.0 == a.y); REQUIRE(16.0 == a.z); REQUIRE(169 == b.x); REQUIRE(132 == b.y); REQUIRE(116 == b.z); return; } // Tests for vectors copied via the equals operator to be modifyable without modifying the original object TEST_CASE(__FILE__"/Operator_Equals_Independent", "[Vector][Vector3]") { Vector3d a(69, 32, 16); Vector3d b = a; b.x = 169; b.y = 132; b.z = 116; REQUIRE(69.0 == a.x); REQUIRE(32.0 == a.y); REQUIRE(16.0 == a.z); REQUIRE(169 == b.x); REQUIRE(132 == b.y); REQUIRE(116 == b.z); return; } // Tests if the dot product between two vectors angled 90 degrees from one another is 0. It should by definition be 0! // Dot products are commutative, so we'll check both directions. // This test tests all possible 90 degree setups with 1000x random lengths TEST_CASE(__FILE__"/DotProduct_90deg", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 100; i++) { // The length of the vectors should not matter. Only the angle should. // Let's test that! Vector3d a = Vector3d(1, 0, 0) * (rng() % 6969 + 1.0); Vector3d b = Vector3d(0, 1, 0) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); a = Vector3d(0, 1, 0) * (rng() % 6969 + 1.0); b = Vector3d(1, 0, 0) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); a = Vector3d(0, 1, 0) * (rng() % 6969 + 1.0); b = Vector3d(0, 0, 1) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); a = Vector3d(0, 0, 1) * (rng() % 6969 + 1.0); b = Vector3d(0, 1, 0) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); a = Vector3d(1, 0, 0) * (rng() % 6969 + 1.0); b = Vector3d(0, 0, 1) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); a = Vector3d(0, 0, 1) * (rng() % 6969 + 1.0); b = Vector3d(1, 0, 0) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); } return; } // Test if the dot product is positive for two vectors angled less than 90 degrees from another // Dot products are commutative, so we'll check both directions. TEST_CASE(__FILE__"/DotProduct_LessThan90deg", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { // The length of the vectors should not matter. Only the angle should. // Let's test that! Vector3d a = Vector3d(1, 1.0 / (rng() % 100), 69) * (rng() % 6969 + 1.0); // Don't allow the scalar to become 0 Vector3d b = Vector3d(1.0 / (rng() % 100), 1, 69) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(a.DotProduct(b) > 0); REQUIRE(b.DotProduct(a) > 0); } return; } // Test if the dot product is negative for two vectors angled greater than 90 degrees from another // Dot products are commutative, so we'll check both directions. TEST_CASE(__FILE__"/DotProduct_GreaterThan90deg", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { // The length of the vectors should not matter. Only the angle should. // Let's test that! Vector3d a = Vector3d(1, -1.0 / (rng() % 100), 69) * (rng() % 6969 + 1.0); // Don't allow the scalar to become 0 Vector3d b = Vector3d(-1.0 / (rng() % 100), 1, -69) * (rng() % 6969 + 1.0); INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(a.DotProduct(b) < 0); REQUIRE(b.DotProduct(a) < 0); } return; } // Tests that the dot product is correct for a known value TEST_CASE(__FILE__"/DotProduct_Oracle", "[Vector][Vector3]") { // Setup Vector3d a(-99, 199, -32); Vector3d b(18, -1, -21); // Exercise const double dot = a.DotProduct(b); // Verify REQUIRE(-1309.0 == dot); return; } // Quick and dirty check if the useless int-method is working TEST_CASE(__FILE__"/DotProduct_Dirty_Int", "[Vector][Vector3]") { Vector3i a; Vector3i b; // 90 deg a = { 0, 10, 0 }; b = { 10, 0, 0 }; INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(0.0 == a.DotProduct(b)); REQUIRE(0.0 == b.DotProduct(a)); // < 90 deg a = { 7, 10, 10 }; b = { 10, 1, 10 }; INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(a.DotProduct(b) > 0.0); REQUIRE(b.DotProduct(a) > 0.0); // > 90 deg a = { -3, 10, -10 }; b = { 10, -4, 10 }; INFO(a << " DOT " << b << " = " << a.DotProduct(b) << '\n'); REQUIRE(a.DotProduct(b) < 0.0); REQUIRE(b.DotProduct(a) < 0.0); return; } // Tests for the cross product between the same vector being 0 TEST_CASE(__FILE__"/CrossProduct_Same_Vector_Is_0", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double x = LARGE_RAND_DOUBLE; double y = LARGE_RAND_DOUBLE; double z = LARGE_RAND_DOUBLE; Vector3d a(x, y, z); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0,0,0) == a.CrossProduct(a)); } return; } // Tests for the cross product between opposite vectors being 0 TEST_CASE(__FILE__"/CrossProduct_Opposite_Vector_Is_0", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double x = LARGE_RAND_DOUBLE; double y = LARGE_RAND_DOUBLE; double z = LARGE_RAND_DOUBLE; Vector3d a(x, y, z); Vector3d b(-x, -y, -z); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, 0, 0) == a.CrossProduct(b)); } return; } // Tests for known values TEST_CASE(__FILE__"/CrossProduct_KnownValues", "[Vector][Vector3]") { Vector3d a; Vector3d b; a = Vector3d(1, 0, 0); b = Vector3d(0, 0, 1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 0) == a.CrossProduct(b)); a = Vector3d(-1, 0, 0); b = Vector3d(0, 0, -1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 0) == a.CrossProduct(b)); a = Vector3d(1, 0, 0); b = Vector3d(0, 0, -1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, 1, 0) == a.CrossProduct(b)); a = Vector3d(1, 0, 0); b = Vector3d(0, 1, 0); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, 0, 1) == a.CrossProduct(b)); a = Vector3d(1, 0, 0); b = Vector3d(1, 0, 1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 0) == a.CrossProduct(b)); a = Vector3d(1, 0, 0); b = Vector3d(1, 1, 1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 1) == a.CrossProduct(b)); a = Vector3d(3, -1, -3); b = Vector3d(-1, 1, 3); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -6, 2) == a.CrossProduct(b)); return; } // Tests for known values, but with int vectors TEST_CASE(__FILE__"/CrossProduct_KnownValues_Int", "[Vector][Vector3]") { Vector3i a; Vector3i b; a = Vector3i(1, 0, 0); b = Vector3i(0, 0, 1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 0) == a.CrossProduct(b)); a = Vector3i(-1, 0, 0); b = Vector3i(0, 0, -1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 0) == a.CrossProduct(b)); a = Vector3i(1, 0, 0); b = Vector3i(0, 0, -1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, 1, 0) == a.CrossProduct(b)); a = Vector3i(1, 0, 0); b = Vector3i(0, 1, 0); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, 0, 1) == a.CrossProduct(b)); a = Vector3i(1, 0, 0); b = Vector3i(1, 0, 1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 0) == a.CrossProduct(b)); a = Vector3i(1, 0, 0); b = Vector3i(1, 1, 1); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -1, 1) == a.CrossProduct(b)); a = Vector3i(3, -1, -3); b = Vector3i(-1, 1, 3); INFO(a << L" CROSS " << a << L" = " << a.CrossProduct(a) << '\n'); REQUIRE(Vector3d(0, -6, 2) == a.CrossProduct(b)); return; } // Tests the SqrMagnitude method to work as expected with random numbers TEST_CASE(__FILE__"/SqrMagnitude", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double x = (double)(rng() % 1000) - 500.0; // Too large numbers would get inaccurate decimals when using intrinsics. double y = (double)(rng() % 1000) - 500.0; double z = (double)(rng() % 1000) - 500.0; double expected = x*x + y*y + z*z; REQUIRE(Math::Similar(expected, Vector3d(x, y, z).SqrMagnitude())); } return; } // Tests the SqrMagnitude method to work as expected with random numbers, but with an int-vector TEST_CASE(__FILE__"/SqrMagnitude_Int", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const int x = LARGE_RAND_INT; const int y = LARGE_RAND_INT; const int z = LARGE_RAND_INT; const int expected = x*x + y*y + z*z; REQUIRE(expected == Vector3i(x, y, z).SqrMagnitude()); } return; } // Tests for the length of the vector (0,0,0) being 0 TEST_CASE(__FILE__"/Magnitude_Is_0_On_Vec0", "[Vector][Vector3]") { REQUIRE(0.0 == Vector3d(0, 0, 0).Magnitude()); return; } // Tests for a vector of a known length to actually return that TEST_CASE(__FILE__"/Magnitude_One_Axis_X", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double x = (double)(rng() % 1000) - 500.0; // Too large numbers would get inaccurate decimals when using intrinsics. Vector3d vec(x, 0, 0); INFO('\n' << "Actual: " << vec.Magnitude() << '\n' << "Expected: " << x << '\n' ); REQUIRE(Math::Similar(abs(x), vec.Magnitude())); } return; } // Tests for a vector of a known length to actually return that TEST_CASE(__FILE__"/Magnitude_One_Axis_Y", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double y = (double)(rng() % 1000) - 500.0; // Too large numbers would get inaccurate decimals when using intrinsics. Vector3d vec(0, y, 0); INFO('\n' << "Actual: " << vec.Magnitude() << '\n' << "Expected: " << y << '\n' ); REQUIRE(Math::Similar(abs(y), vec.Magnitude())); } return; } // Tests for a vector of a known length to actually return that TEST_CASE(__FILE__"/Magnitude_One_Axis_Z", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double z = (double)(rng() % 1000) - 500.0; // Too large numbers would get inaccurate decimals when using intrinsics. Vector3d vec(0, 0, z); INFO('\n' << "Actual: " << vec.Magnitude() << '\n' << "Expected: " << z << '\n' ); REQUIRE(Math::Similar(abs(z), vec.Magnitude())); } return; } // Tests for a known result TEST_CASE(__FILE__"/Magnitude", "[Vector][Vector3]") { // Ya'll got more of 'dem digits? REQUIRE(426.14786166306174663986894302070140838623046875 == Vector3d(69, -420, 21).Magnitude()); return; } // Tests for expected lerp result 0.00 TEST_CASE(__FILE__"/Lerp_000", "[Vector][Vector3]") { Vector3d a(100, 1000, 10); Vector3d b(200, 4000, 100); Vector3d res = a.Lerp(b, 0.00); INFO(res); REQUIRE(a == res); return; } // Tests for expected lerp result 0.25 TEST_CASE(__FILE__"/Lerp_025", "[Vector][Vector3]") { Vector3d a(100, 1000, 10); Vector3d b(200, 4000, 100); Vector3d res = a.Lerp(b, 0.25); INFO(res); REQUIRE(Vector3d(125, 1750, 32.5) == res); return; } // Tests for expected lerp result 0.50 TEST_CASE(__FILE__"/Lerp_050", "[Vector][Vector3]") { Vector3d a(100, 1000, 10); Vector3d b(200, 4000, 100); Vector3d res = a.Lerp(b, 0.50); INFO(res); REQUIRE(Vector3d(150, 2500, 55) == res); return; } // Tests for expected lerp result 0.75 TEST_CASE(__FILE__"/Lerp_075", "[Vector][Vector3]") { Vector3d a(100, 1000, 10); Vector3d b(200, 4000, 100); Vector3d res = a.Lerp(b, 0.75); INFO(res); REQUIRE(Vector3d(175, 3250, 77.5) == res); return; } // Tests for expected lerp result 1.00 TEST_CASE(__FILE__"/Lerp_100", "[Vector][Vector3]") { Vector3d a(100, 1000, 10); Vector3d b(200, 4000, 100); Vector3d res = a.Lerp(b, 1.00); INFO(res); REQUIRE(b == res); return; } // Tests lerpself TEST_CASE(__FILE__"/LerpSelf", "[Vector][Vector3]") { Vector3d a(100, 1000, 10); Vector3d b(200, 4000, 100); a.LerpSelf(b, 0.75); INFO(a); REQUIRE(Vector3d(175, 3250, 77.5) == a); return; } // Tests if an input vector of length 0 is handled correctly by the normalize method TEST_CASE(__FILE__"/Normalize_Length_Before_Is_0", "[Vector][Vector3]") { Vector3d vec(0, 0, 0); vec.NormalizeSelf(); REQUIRE(0.0 == vec.Magnitude()); return; } // Tests for any normalized vector to be of length 1 TEST_CASE(__FILE__"/Normalize_Length_Is_1", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double x = LARGE_RAND_DOUBLE; double y = LARGE_RAND_DOUBLE; double z = LARGE_RAND_DOUBLE; Vector3d vec(x, y, z); // Prevent a vector of length 0 going in if (vec.SqrMagnitude() == 0) vec.x++; INFO(vec); REQUIRE(Math::Similar(vec.Normalize().Magnitude(), 1.0)); // Account for floating point inaccuracy } return; } // Tests the normalize method with known values TEST_CASE(__FILE__"/Normalize_Oracle", "[Vector][Vector3]") { // Setup Vector3d v(3.2, -5.3, 9.88); // Exercise v.NormalizeSelf(); // Verify Vector3d expected(0.27445384355, -0.45456417839, 0.84737624198); REQUIRE(v.Similar(expected)); } // Tests for a normalized vector to still point in the exact same direction TEST_CASE(__FILE__"/Normalize_Direction_Stays_Unaffected", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { double x = LARGE_RAND_DOUBLE; double y = LARGE_RAND_DOUBLE; double z = LARGE_RAND_DOUBLE; if (x == 0) x++; if (y == 0) y++; if (z == 0) z++; Vector3d vec(x, y, z); Vector3d vec_n(x, y, z); vec_n = vec_n.Normalize(); INFO(vec << L" | " << vec_n); // Both vectors should still point in the same direction! REQUIRE(( (vec.DotProduct(vec_n) > 0) && // Roughly same direction (Math::Similar(vec_n.CrossProduct(vec).Magnitude(), 0.0)) // Both vectors align )); } return; } // Kinda dumb method, but ok lol // DON'T NORMALIZE INT-VECTORS WHAT IS WRONG WITH YOU TEST_CASE(__FILE__"/Normalized_Int_Vector_Is_0", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const int x = LARGE_RAND_INT; const int y = LARGE_RAND_INT; const int z = LARGE_RAND_INT; Vector3i vec(x, y, z); vec.NormalizeSelf(); INFO(vec); REQUIRE(0.0 == vec.Magnitude()); } } // Tests that NormalizeSelf() results in the same as Normalize() TEST_CASE(__FILE__"/NormalizeSelf_IsSameAs_Normalize", "[Vector][Vector3]") { // Run test 1000 times for (std::size_t i = 0; i < 1000; i++) { Vector3d vec(LARGE_RAND_DOUBLE, LARGE_RAND_DOUBLE, LARGE_RAND_DOUBLE); Vector3d nVec = vec.Normalize(); vec.NormalizeSelf(); REQUIRE(nVec == vec); } return; } // Tests for the VectorScale() method to work TEST_CASE(__FILE__"/VectorScale", "[Vector][Vector3]") { // Run test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double ax = LARGE_RAND_DOUBLE; const double ay = LARGE_RAND_DOUBLE; const double az = LARGE_RAND_DOUBLE; const double bx = LARGE_RAND_DOUBLE; const double by = LARGE_RAND_DOUBLE; const double bz = LARGE_RAND_DOUBLE; const Vector3d a(ax, ay, az); const Vector3d b(bx, by, bz); Vector3d target( ax * bx, ay * by, az * bz ); REQUIRE(a.VectorScale(b) == target); } return; } // Tests for operator- (unary) to work TEST_CASE(__FILE__"/Operator_Unary_Negative", "[Vector][Vector3]") { const Vector3d v(29, -5, 35); REQUIRE(Vector3d(-29, 5, -35) == -v); return; } // Tests for operator+ to work as expected TEST_CASE(__FILE__"/Operator_Add", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double ax = LARGE_RAND_DOUBLE; const double ay = LARGE_RAND_DOUBLE; const double az = LARGE_RAND_DOUBLE; const double bx = LARGE_RAND_DOUBLE; const double by = LARGE_RAND_DOUBLE; const double bz = LARGE_RAND_DOUBLE; const Vector3d a(ax, ay, az); const Vector3d b(bx, by, bz); REQUIRE(Vector3d(ax + bx, ay + by, az + bz) == a + b); } return; } // Tests for operator+= to work as expected TEST_CASE(__FILE__"/Operator_Add_Equals", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double ax = LARGE_RAND_DOUBLE; const double ay = LARGE_RAND_DOUBLE; const double az = LARGE_RAND_DOUBLE; const double bx = LARGE_RAND_DOUBLE; const double by = LARGE_RAND_DOUBLE; const double bz = LARGE_RAND_DOUBLE; Vector3d a(ax, ay, az); a += Vector3d(bx, by, bz); REQUIRE(Vector3d(ax + bx, ay + by, az + bz) == a); } return; } // Tests for operator- to work as expected TEST_CASE(__FILE__"/Operator_Sub", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double ax = LARGE_RAND_DOUBLE; const double ay = LARGE_RAND_DOUBLE; const double az = LARGE_RAND_DOUBLE; const double bx = LARGE_RAND_DOUBLE; const double by = LARGE_RAND_DOUBLE; const double bz = LARGE_RAND_DOUBLE; const Vector3d a(ax, ay, az); const Vector3d b(bx, by, bz); REQUIRE(Vector3d(ax - bx, ay - by, az - bz) == a - b); } return; } // Tests for operator-= to work as expected TEST_CASE(__FILE__"/Operator_Sub_Equals", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double ax = LARGE_RAND_DOUBLE; const double ay = LARGE_RAND_DOUBLE; const double az = LARGE_RAND_DOUBLE; const double bx = LARGE_RAND_DOUBLE; const double by = LARGE_RAND_DOUBLE; const double bz = LARGE_RAND_DOUBLE; Vector3d a(ax, ay, az); a -= Vector3d(bx, by, bz); REQUIRE(Vector3d(ax - bx, ay - by, az - bz) == a); } return; } // Tests for operator* to work as expected TEST_CASE(__FILE__"/Operator_Mult", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double x = LARGE_RAND_DOUBLE; const double y = LARGE_RAND_DOUBLE; const double z = LARGE_RAND_DOUBLE; const double scalar = LARGE_RAND_DOUBLE; const Vector3d a(x, y, z); REQUIRE(Vector3d(x * scalar, y * scalar, z * scalar) == a * scalar); } return; } // Tests for operator*= to work as expected TEST_CASE(__FILE__"/Operator_Mult_Equals", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double x = LARGE_RAND_DOUBLE; const double y = LARGE_RAND_DOUBLE; const double z = LARGE_RAND_DOUBLE; const double scalar = LARGE_RAND_DOUBLE; Vector3d a(x, y, z); a *= scalar; REQUIRE(Vector3d(x * scalar, y * scalar, z * scalar) == a); } return; } // Tests for operator/ to work as expected TEST_CASE(__FILE__"/Operator_Div", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double x = LARGE_RAND_DOUBLE; const double y = LARGE_RAND_DOUBLE; const double z = LARGE_RAND_DOUBLE; const double scalar = LARGE_RAND_DOUBLE; const Vector3d a(x, y, z); REQUIRE(Vector3d(x / scalar, y / scalar, z / scalar) == a / scalar); } return; } // Tests for operator/= to work as expected TEST_CASE(__FILE__"/Operator_Div_Equals", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { const double x = LARGE_RAND_DOUBLE; const double y = LARGE_RAND_DOUBLE; const double z = LARGE_RAND_DOUBLE; const double scalar = LARGE_RAND_DOUBLE; Vector3d a(x, y, z); a /= scalar; REQUIRE(Vector3d(x / scalar, y / scalar, z / scalar) == a); } return; } // Tests for operator== to work as expected TEST_CASE(__FILE__"/Operator_Equals", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 10000; i++) { const double ax = (rng() % 10) - 5; const double ay = (rng() % 10) - 5; const double az = (rng() % 10) - 5; const double bx = (rng() % 10) - 5; const double by = (rng() % 10) - 5; const double bz = (rng() % 10) - 5; const Vector3d a(ax, ay, az); const Vector3d b(bx, by, bz); REQUIRE( ((ax == bx) && (ay == by) && (az == bz)) == (a == b) ); } return; } // Tests for operator!= to work as expected TEST_CASE(__FILE__"/Operator_Not_Equals", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 10000; i++) { double ax = (rng() % 10) - 5; double ay = (rng() % 10) - 5; double az = (rng() % 10) - 5; double bx = (rng() % 10) - 5; double by = (rng() % 10) - 5; double bz = (rng() % 10) - 5; Vector3d a(ax, ay, az); Vector3d b(bx, by, bz); REQUIRE( ((ax != bx) || (ay != by) || (az != bz)) == (a != b) ); } return; } // Tests for matrix multiplication working regarding rotation TEST_CASE(__FILE__"/MatrixMult_Rotate_Yaw", "[Vector][Vector3]") { // Create vector Vector3d vec(69, 32, 16); Vector3d originalVec = vec; // Create 90deg yaw rotation matrix (Y) Matrix4x4 mat; mat[0] = { 0, 0, 1, 0 }; mat[1] = { 0, 1, 0, 0 }; mat[2] = { -1, 0, 0, 0 }; // Rotate vector vec *= mat; // Did we succeed? INFO("Rot #1 " << vec); REQUIRE(Vector3d(16, 32, -69) == vec); // Rotate again! vec *= mat; INFO("Rot #2 " << vec); REQUIRE(Vector3d(-69, 32, -16) == vec); // Rotate again! vec *= mat; INFO("Rot #3 " << vec); REQUIRE(Vector3d(-16, 32, 69) == vec); // Rotate by 90 deg a last time, having completed a 360� rotation. vec *= mat; INFO("Rot #4 " << vec); REQUIRE(originalVec == vec); return; } // Tests for matrix multiplication working regarding rotation TEST_CASE(__FILE__"/MatrixMult_Rotate_Roll", "[Vector][Vector3]") { // Create vector Vector3d vec(69, 32, 16); Vector3d originalVec = vec; // Create 90deg roll rotation matrix (Z) Matrix4x4 mat; mat[0] = { 0, -1, 0, 0 }; mat[1] = { 1, 0, 0, 0 }; mat[2] = { 0, 0, 1, 0 }; // Rotate vector vec *= mat; // Did we succeed? INFO("Rot #1 " << vec); REQUIRE(Vector3d(-32, 69, 16) == vec); // Rotate again! vec *= mat; INFO("Rot #2 " << vec); REQUIRE(Vector3d(-69, -32, 16) == vec); // Rotate again! vec *= mat; INFO("Rot #3 " << vec); REQUIRE(Vector3d(32, -69, 16) == vec); // Rotate by 90 deg a last time, having completed a 360� rotation. vec *= mat; INFO("Rot #4 " << vec); REQUIRE(originalVec == vec); return; } // Tests for matrix multiplication working regarding rotation TEST_CASE(__FILE__"/MatrixMult_Rotate_Pitch", "[Vector][Vector3]") { // Create vector Vector3d vec(69, 32, 16); Vector3d originalVec = vec; // Create 90deg pitch rotation matrix (X) Matrix4x4 mat; mat[0] = { 1, 0, 0, 0 }; mat[1] = { 0, 0, -1, 0 }; mat[2] = { 0, 1, 0, 0 }; // Rotate vector vec *= mat; // Did we succeed? INFO("Rot #1 " << vec); REQUIRE(Vector3d(69, -16, 32) == vec); // Rotate again! vec *= mat; INFO("Rot #2 " << vec); REQUIRE(Vector3d(69, -32, -16) == vec); // Rotate again! vec *= mat; INFO("Rot #3 " << vec); REQUIRE(Vector3d(69, 16, -32) == vec); // Rotate by 90 deg a last time, having completed a 360� rotation. vec *= mat; INFO("Rot #4 " << vec); REQUIRE(originalVec == vec); return; } // Tests if rotating a vector (1,1,1) by (45,45,45) eulers works TEST_CASE(__FILE__"/MatrixMult_Rotate_Unit_Combined", "[Vector][Vector3]") { // Create vector Vector3d vec(1, 1, 1); // Create rotation matrix Matrix4x4 mat; mat[0] = { 0.5, -0.1465, 0.8535, 0 }; mat[1] = { 0.5, 0.8535, -0.1465, 0 }; mat[2] = { -0.7072, 0.5, 0.5, 0 }; // Rotate vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(( Math::Similar(vec.x, 1.207, 0.001) && Math::Similar(vec.y, 1.207, 0.001) && Math::Similar(vec.z, 0.2928, 0.001) )); return; } // Tests if rotating a vector (69,32,16) by (45,45,45) eulers works TEST_CASE(__FILE__"/MatrixMult_Rotate_HalfUnit_Combined", "[Vector][Vector3]") { // Create vector Vector3d vec(69, 32, 16); // Create rotation matrix Matrix4x4 mat; mat[0] = { 0.5, -0.1465, 0.8535, 0 }; mat[1] = { 0.5, 0.8535, -0.1465, 0 }; mat[2] = { -0.7072, 0.5, 0.5, 0 }; // Rotate vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(( Math::Similar(vec.x, 43.468, 0.001) && Math::Similar(vec.y, 59.468, 0.001) && Math::Similar(vec.z, -24.7968, 0.001) )); return; } // Tests if rotating a vector (69,32,16) by (45,45,45) eulers works TEST_CASE(__FILE__"/MatrixMult_Rotate_Combined", "[Vector][Vector3]") { // Create vector Vector3d vec(69, 32, 16); // Create rotation matrix Matrix4x4 mat; mat[0] = { -0.1639, -0.9837, -0.0755, 0 }; mat[1] = { 0.128, -0.097, 0.987, 0 }; mat[2] = { -0.9782, 0.152, 0.1417, 0 }; // Rotate vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(( Math::Similar(vec.x, -43.9955, 0.001) && Math::Similar(vec.y, 21.52, 0.001) && Math::Similar(vec.z, -60.3646, 0.001) )); return; } // Tests if matrix scaling works ( x axis only ) TEST_CASE(__FILE__"/MatrixMult_Scale_X", "[Vector][Vector3]") { // Create vector Vector3d vec(5, 6, 7); // Create scaling matrix Matrix4x4 mat; mat[0] = { 3, 0, 0, 0 }; mat[1] = { 0, 1, 0, 0 }; mat[2] = { 0, 0, 1, 0 }; // Scale vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(Vector3d(15, 6, 7) == vec); return; } // Tests if matrix scaling works ( y axis only ) TEST_CASE(__FILE__"/MatrixMult_Scale_Y", "[Vector][Vector3]") { // Create vector Vector3d vec(5, 6, 7); // Create scaling matrix Matrix4x4 mat; mat[0] = { 1, 0, 0, 0 }; mat[1] = { 0, 3, 0, 0 }; mat[2] = { 0, 0, 1, 0 }; // Scale vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(Vector3d(5, 18, 7) == vec); return; } // Tests if matrix scaling works ( z axis only ) TEST_CASE(__FILE__"/MatrixMult_Scale_Z", "[Vector][Vector3]") { // Create vector Vector3d vec(5, 6, 7); // Create scaling matrix Matrix4x4 mat; mat[0] = { 1, 0, 0, 0 }; mat[1] = { 0, 1, 0, 0 }; mat[2] = { 0, 0, 3, 0 }; // Scale vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(Vector3d(5, 6, 21) == vec); return; } // Tests if matrix scaling works ( all axes ) TEST_CASE(__FILE__"/MatrixMult_Scale_Combined", "[Vector][Vector3]") { // Create vector Vector3d vec(5, 6, 7); // Create scaling matrix Matrix4x4 mat; mat[0] = { 4, 0, 0, 0 }; mat[1] = { 0, 5, 0, 0 }; mat[2] = { 0, 0, 8, 0 }; // Scale vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(Vector3d(20, 30, 56) == vec); return; } // Tests if translation via matrix multiplication works TEST_CASE(__FILE__"/MatrixMult_Translation", "[Vector][Vector3]") { // Create vector Vector3d vec(5, 6, 7); // Create scaling matrix Matrix4x4 mat; mat[0] = { 1, 0, 0, 155 }; mat[1] = { 0, 1, 0, -23 }; mat[2] = { 0, 0, 1, 333 }; // Translate vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(Vector3d(160, -17, 340) == vec); return; } // Tests the multiplication operator (*) with a simple matrix. All other tests used the * operator (without the '=') TEST_CASE(__FILE__"/MatrixMult_Not_Using_MultEqualsOperator", "[Vector][Vector3]") { // Create vector Vector3d vec(5.1, 6.4, 7.99); // Create scaling and translation matrix Matrix4x4 mat; mat[0] = { 3.8, 0, 0, -5.1 }; mat[1] = { 0, -1.5, 0, 15.2 }; mat[2] = { 0, 0, 3.01, 19.9 }; // Transform vector vec = vec * mat; // Did we succeed? Vector3d expected( 5.1 * 3.8 - 5.1, 6.4 * -1.5 + 15.2, 7.99 * 3.01 + 19.9 ); INFO('\n' << "Expected: " << expected << '\n' << "Actual: " << vec ); REQUIRE(expected == vec); return; } // A simple matrix multiplication tested on an int vector TEST_CASE(__FILE__"/MatrixMult_Dirty_Int_Check", "[Vector][Vector3]") { // Create vector Vector3i vec(5, 6, 7); // Create scaling and translation matrix Matrix4x4 mat; mat[0] = { 3, 0, 0, -5 }; mat[1] = { 0, -1, 0, 15 }; mat[2] = { 0, 0, 3, 20 }; // Transform vector vec *= mat; // Did we succeed? INFO(vec); REQUIRE(Vector3i( 5*3 + -5, 6*-1 + 15, 7*3 + 20 ) == vec); return; } // Tests the multiplication operator (*) with a simple matrix. All other tests used the * operator (without the '=') TEST_CASE(__FILE__"/MatrixMult_Dirty_Int_Check_Not_Using_MultEqualsOperator", "[Vector][Vector3]") { // Create vector Vector3i vec(5, 6, 7); // Create scaling and translation matrix Matrix4x4 mat; mat[0] = { 3, 0, 0, -5 }; mat[1] = { 0, -1, 0, 15 }; mat[2] = { 0, 0, 3, 20 }; // Scale vector vec = vec * mat; // Did we succeed? INFO(vec); REQUIRE(Vector3i( 5 * 3 + -5, 6 * -1 + 15, 7 * 3 + 20 ) == vec); return; } //This tests the multiplication equals operator (*=) procedurally TEST_CASE(__FILE__"/MatrixMult_Equals_Procedural", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { // Generate parameters const double initialX = LARGE_RAND_DOUBLE; const double initialY = LARGE_RAND_DOUBLE; const double initialZ = LARGE_RAND_DOUBLE; const double scaleX = LARGE_RAND_DOUBLE; const double scaleY = LARGE_RAND_DOUBLE; const double scaleZ = LARGE_RAND_DOUBLE; const double transX = LARGE_RAND_DOUBLE; const double transY = LARGE_RAND_DOUBLE; const double transZ = LARGE_RAND_DOUBLE; // Create vector Vector3d vec(initialX, initialY, initialZ); // Create matrix Matrix4x4 mat; mat[0] = { scaleX, 0, 0, transX }; mat[1] = { 0, scaleY, 0, transY }; mat[2] = { 0, 0, scaleZ, transZ }; mat[3] = { 0, 0, 0, 0 }; // Create expected vector Vector3d expected( initialX * scaleX + transX, initialY * scaleY + transY, initialZ * scaleZ + transZ ); // Transform vector vec *= mat; // Compare REQUIRE(vec == expected); } return; } //This tests the multiplication operator (*) procedurally TEST_CASE(__FILE__"/MatrixMult_Procedural", "[Vector][Vector3]") { // Test 1000 times for (std::size_t i = 0; i < 1000; i++) { // Generate parameters const double initialX = LARGE_RAND_DOUBLE; const double initialY = LARGE_RAND_DOUBLE; const double initialZ = LARGE_RAND_DOUBLE; const double scaleX = LARGE_RAND_DOUBLE; const double scaleY = LARGE_RAND_DOUBLE; const double scaleZ = LARGE_RAND_DOUBLE; const double transX = LARGE_RAND_DOUBLE; const double transY = LARGE_RAND_DOUBLE; const double transZ = LARGE_RAND_DOUBLE; // Create vector Vector3d vec(initialX, initialY, initialZ); // Create matrix Matrix4x4 mat; mat[0] = { scaleX, 0, 0, transX }; mat[1] = { 0, scaleY, 0, transY }; mat[2] = { 0, 0, scaleZ, transZ }; mat[3] = { 0, 0, 0, 0 }; // Create expected vector Vector3d expected( initialX * scaleX + transX, initialY * scaleY + transY, initialZ * scaleZ + transZ ); // Transform vector vec = vec * mat; // Compare REQUIRE(vec == expected); } return; } // Tests loose comparison via Vector3d::Similar -> true TEST_CASE(__FILE__"/Similar_True", "[Vector][Vector3]") { REQUIRE( Vector3d(0.00000000000000000000001, -6.6666666666666666666666666666, 9.9999999999999999999999999999).Similar( Vector3d(0, -6.666666667, 10) )); return; } // Tests loose comparison via Vector3d::Similar -> false TEST_CASE(__FILE__"/Similar_False", "[Vector][Vector3]") { REQUIRE_FALSE( Vector3d(0.00000000000000000000001, -6.6666666666666666666666666666, 9.9999999999999999999999999999).Similar( Vector3d(0.1, -6.7, 10.1) )); return; } // Tests that the move constructor works TEST_CASE(__FILE__"/Move_Constructor", "[Vector][Vector3]") { Vector3d a(1,2,3); Vector3d b(std::move(a)); REQUIRE(b.x == 1.0); REQUIRE(b.y == 2.0); REQUIRE(b.z == 3.0); return; } // Tests that the move operator works TEST_CASE(__FILE__"/Move_Operator", "[Vector][Vector3]") { Vector3d a(1, 2, 3); Vector3d b = std::move(a); REQUIRE(b.x == 1.0); REQUIRE(b.y == 2.0); REQUIRE(b.z == 3.0); return; }