1
0
forked from 0ad/0ad
0ad/source/maths/tests/test_Matrix3d.h

65 lines
1.4 KiB
C
Raw Normal View History

#include <cxxtest/TestSuite.h>
#include "maths/Matrix3D.h"
class TestMatrix : public CxxTest::TestSuite
{
public:
void test_inverse()
{
CMatrix3D m;
srand(0);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 16; ++j)
{
m._data[j] = -1.0f + 2.0f*(rand()/(float)RAND_MAX);
}
CMatrix3D n;
m.GetInverse(n);
m *= n;
// verify identity has 1s on diagonal and 0 otherwise
for (int x = 0; x < 4; ++x)
{
for (int y = 0; y < 4; ++y)
{
const float expected = (x==y)? 1.0f : 0.0f;
TS_ASSERT_DELTA(m(x,y), expected, 0.0001f);
}
}
}
}
void test_quats()
{
srand(0);
for (int i = 0; i < 4; ++i)
{
CQuaternion q;
q.FromEulerAngles(
-6.28f + 12.56f*(rand()/(float)RAND_MAX),
-6.28f + 12.56f*(rand()/(float)RAND_MAX),
-6.28f + 12.56f*(rand()/(float)RAND_MAX)
);
CMatrix3D m;
q.ToMatrix(m);
CQuaternion q2 = m.GetRotation();
// I hope there's a good reason why they're sometimes negated, and
// it's not just a bug...
const bool ok_oneway =
feq(q2.m_W, q.m_W) &&
feq(q2.m_V.X, q.m_V.X) &&
feq(q2.m_V.Y, q.m_V.Y) &&
feq(q2.m_V.Z, q.m_V.Z);
const bool ok_otherway =
feq(q2.m_W, -q.m_W) &&
feq(q2.m_V.X, -q.m_V.X) &&
feq(q2.m_V.Y, -q.m_V.Y) &&
feq(q2.m_V.Z, -q.m_V.Z);
TS_ASSERT(ok_oneway ^ ok_otherway);
}
}
};