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davinci2/test/unit/dvt_unit_vector4.cpp

253 lines
5.1 KiB
C++

#include <math/dvc_vector4.h>
#include <gtest/gtest.h>
#include <glm/glm.hpp>
#include "dvt_unit_common.h"
using namespace davinci;
//-------------------------------------------------------------------------------------
TEST(Math_Vector4, Basic)
{
{
fVector4 v1;
EXPECT_EQ(v1.x, 0.f);
EXPECT_EQ(v1.y, 0.f);
EXPECT_EQ(v1.z, 0.f);
EXPECT_EQ(v1.w, 0.f);
}
{
float a = _randomFloat(), b = _randomFloat(), c = _randomFloat(), d = _randomFloat();
fVector4 v1(a, b, c, d), v2(v1);
EXPECT_EQ(v1.x, a);
EXPECT_EQ(v1.y, b);
EXPECT_EQ(v1.z, c);
EXPECT_EQ(v1.w, d);
EXPECT_EQ(v2.x, a);
EXPECT_EQ(v2.y, b);
EXPECT_EQ(v2.z, c);
EXPECT_EQ(v2.w, d);
}
{
float a = _randomFloat(), b = _randomFloat(), c = _randomFloat(), d = _randomFloat();
fVector4 v1;
v1[0] = a; v1[1] = b; v1[2] = c; v1[3] = d;
EXPECT_EQ(v1.x, a);
EXPECT_EQ(v1.y, b);
EXPECT_EQ(v1.z, c);
EXPECT_EQ(v1.w, d);
EXPECT_EQ(v1[0], a);
EXPECT_EQ(v1[1], b);
EXPECT_EQ(v1[2], c);
EXPECT_EQ(v1[3], d);
}
{
float a = _randomFloat();
fVector4 v2(a);
EXPECT_EQ(v2.x, a);
EXPECT_EQ(v2.y, a);
EXPECT_EQ(v2.z, a);
EXPECT_EQ(v2.w, a);
}
{
float a[4] = { FOUR_RANDOM_FLOAT };
fVector4 v2(a);
EXPECT_EQ(v2.x, a[0]);
EXPECT_EQ(v2.y, a[1]);
EXPECT_EQ(v2.z, a[2]);
EXPECT_EQ(v2.w, a[3]);
}
{
int a[4] = { rand() - RAND_MAX / 2, rand() - RAND_MAX / 2, rand() - RAND_MAX / 2, rand() - RAND_MAX / 2 };
fVector4 v2(a);
EXPECT_EQ(v2.x, (float)a[0]);
EXPECT_EQ(v2.y, (float)a[1]);
EXPECT_EQ(v2.z, (float)a[2]);
EXPECT_EQ(v2.w, (float)a[3]);
}
//operator
{
fVector4 v1(FOUR_RANDOM_FLOAT), v2;
v2 = v1;
EXPECT_EQ(v1.x, v2.x);
EXPECT_EQ(v1.y, v2.y);
EXPECT_EQ(v1.z, v2.z);
EXPECT_EQ(v1.w, v2.w);
}
{
float a = _randomFloat();
fVector4 v1;
v1 = a;
EXPECT_EQ(v1.x, a);
EXPECT_EQ(v1.y, a);
EXPECT_EQ(v1.z, a);
EXPECT_EQ(v1.w, a);
}
{
fVector4 v1(FOUR_RANDOM_FLOAT), v2(v1);
EXPECT_TRUE(v1 == v2);
v2.x += 1.f;
EXPECT_TRUE(v1 != v2);
}
{
float a = 0.f;
while (a == 0.f) { a = _randomFloat(); }
fVector4 v1(FOUR_RANDOM_FLOAT);
fVector4 v2;
while (v2.x == 0.f || v2.y == 0.f || v2.z == 0.f || v2.w == 0.f) {
v2 = fVector4(FOUR_RANDOM_FLOAT);
}
fVector4 v3;
v3 = v1 + v2;
EXPECT_EQ(v3.x, v1.x + v2.x);
EXPECT_EQ(v3.y, v1.y + v2.y);
EXPECT_EQ(v3.z, v1.z + v2.z);
EXPECT_EQ(v3.w, v1.w + v2.w);
v3 = v1 - v2;
EXPECT_EQ(v3.x, v1.x - v2.x);
EXPECT_EQ(v3.y, v1.y - v2.y);
EXPECT_EQ(v3.z, v1.z - v2.z);
EXPECT_EQ(v3.w, v1.w - v2.w);
v3 = v1 * a;
EXPECT_EQ(v3.x, v1.x * a);
EXPECT_EQ(v3.y, v1.y * a);
EXPECT_EQ(v3.z, v1.z * a);
EXPECT_EQ(v3.w, v1.w * a);
v3 = v1 * v2;
EXPECT_EQ(v3.x, v1.x * v2.x);
EXPECT_EQ(v3.y, v1.y * v2.y);
EXPECT_EQ(v3.z, v1.z * v2.z);
EXPECT_EQ(v3.w, v1.w * v2.w);
v3 = v1 / a;
EXPECT_EQ(v3.x, v1.x / a);
EXPECT_EQ(v3.y, v1.y / a);
EXPECT_EQ(v3.z, v1.z / a);
EXPECT_EQ(v3.w, v1.w / a);
v3 = v1 / v2;
EXPECT_EQ(v3.x, v1.x / v2.x);
EXPECT_EQ(v3.y, v1.y / v2.y);
EXPECT_EQ(v3.z, v1.z / v2.z);
EXPECT_EQ(v3.w, v1.w / v2.w);
}
{
fVector4 v1(FOUR_RANDOM_FLOAT), v2;
v2 = +v1;
EXPECT_TRUE(v1 == v2);
v2 = -v1;
EXPECT_EQ(v1.x, -v2.x);
EXPECT_EQ(v1.y, -v2.y);
EXPECT_EQ(v1.z, -v2.z);
EXPECT_EQ(v1.w, -v2.w);
}
{
float a = _randomFloat();
fVector4 v1, v2;
while (v1.x == 0.f || v1.y == 0.f || v1.z == 0.f || v1.w == 0.f) {
v1 = fVector4(FOUR_RANDOM_FLOAT);
}
v2 = a * v1;
EXPECT_EQ(v2.x, a*v1.x);
EXPECT_EQ(v2.y, a*v1.y);
EXPECT_EQ(v2.z, a*v1.z);
EXPECT_EQ(v2.w, a*v1.w);
v2 = a / v1;
EXPECT_EQ(v2.x, a / v1.x);
EXPECT_EQ(v2.y, a / v1.y);
EXPECT_EQ(v2.z, a / v1.z);
EXPECT_EQ(v2.w, a / v1.w);
v2 = v1 + a;
EXPECT_EQ(v2.x, a + v1.x);
EXPECT_EQ(v2.y, a + v1.y);
EXPECT_EQ(v2.z, a + v1.z);
EXPECT_EQ(v2.w, a + v1.w);
v2 = a + v1;
EXPECT_EQ(v2.x, a + v1.x);
EXPECT_EQ(v2.y, a + v1.y);
EXPECT_EQ(v2.z, a + v1.z);
EXPECT_EQ(v2.w, a + v1.w);
v2 = v1 - a;
EXPECT_EQ(v2.x, v1.x - a);
EXPECT_EQ(v2.y, v1.y - a);
EXPECT_EQ(v2.z, v1.z - a);
EXPECT_EQ(v2.w, v1.w - a);
v2 = a + v1;
EXPECT_EQ(v2.x, a + v1.x);
EXPECT_EQ(v2.y, a + v1.y);
EXPECT_EQ(v2.z, a + v1.z);
EXPECT_EQ(v2.w, a + v1.w);
}
{
fVector4 v1(FOUR_RANDOM_FLOAT), v2, v3;
while (v2.x == 0.f || v2.y == 0.f || v2.z == 0.f || v2.w == 0.f) {
v2 = fVector4(FOUR_RANDOM_FLOAT);
}
float a = _randomFloat();
while (a == 0.f) { a = _randomFloat(); }
v3 = v1;
v3 += v2;
EXPECT_TRUE(v3 == v1 + v2);
v3 = v1;
v3 += a;
EXPECT_TRUE(v3 == v1 + a);
v3 = v1;
v3 -= v2;
EXPECT_TRUE(v3 == v1 - v2);
v3 = v1;
v3 -= a;
EXPECT_TRUE(v3 == v1 - a);
v3 = v1;
v3 *= v2;
EXPECT_TRUE(v3 == v1 * v2);
v3 = v1;
v3 *= a;
EXPECT_TRUE(v3 == v1 * a);
v3 = v1;
v3 /= v2;
EXPECT_TRUE(v3 == v1 / v2);
v3 = v1;
v3 /= a;
EXPECT_TRUE(v3 == v1 / a);
}
}
//-------------------------------------------------------------------------------------
TEST(Math_Vector4, Algorithm)
{
//dotProduct
{
fVector4 v1(FOUR_RANDOM_FLOAT), v2(FOUR_RANDOM_FLOAT);
glm::vec4 gv1(v1.x, v1.y, v1.z, v1.w), gv2(v2.x, v2.y, v2.z, v2.w);
EXPECT_EQ(v1.dotProduct(v2), glm::dot(gv1, gv2));
}
}