2025-10-04 16:54:29 +02:00

437 lines
10 KiB
C++

#include <cassert>
#include <cmath>
#include <concepts>
#include <gtest/gtest.h>
#include <sstream>
#include <unordered_set>
#include "log.hpp"
#include "math.hpp"
TEST(vec, DefaultConstruction) {
// Test that default-constucted vector
// has all elements equal to zero
vec3 v1;
ASSERT_EQ(v1[0], 0.0);
ASSERT_EQ(v1[1], 0.0);
ASSERT_EQ(v1[2], 0.0);
}
TEST(vec, GetElements) {
// Test operator[]
ivec3 v1{12, 34, 56};
ASSERT_EQ(v1[0], 12);
ASSERT_EQ(v1[1], 34);
ASSERT_EQ(v1[2], 56);
}
TEST(vec, equalEpsilon) {
// Test equalEpsilon
// TODO just an ad-hoc test,
// can possibly fail for other machines.
// This needs some work
vec3 v1{1.0f, 2.0f, 3.0f};
vec3 v2{0.999999f, 1.9999999f, 2.9999999f};
ASSERT_EQ(v1, v2);
}
TEST(vec, equalInt) {
ivec2 v1{1,2};
ivec2 v2{1,2};
ASSERT_EQ(v1, v2);
}
TEST(vec, nonEqualEpsilon) {
// Test operator!=
vec3 v1{1.0f, 2.0f, 3.0f};
vec3 v2{2.0f, 4.0f, 6.0f};
ASSERT_NE(v1, v2);
}
TEST(vec, LogPrint) {
// Test that logger can print the vector of different types
// and sizes
vec2 v2(1.2f, 3.4f);
vec3 v3(1.2f, 3.4f, 5.6f);
vec4 v4(1.2f, 3.4f, 5.6f, 7.8f);
dvec2 dv2(1.2, 3.4);
dvec3 dv3(1.2, 3.4, 5.6);
dvec4 dv4(1.2, 3.4, 5.6, 7.8);
ivec2 iv2(1, 3);
ivec3 iv3(1, 3, 5);
ivec4 iv4(1, 3, 5, 7);
uvec2 uv2(1u, 3u);
uvec3 uv3(1u, 3u, 5u);
uvec4 uv4(1u, 3u, 5u, 7u);
LOG_DEBUG("vec2 ", v2);
LOG_DEBUG("vec3 ", v3);
LOG_DEBUG("vec4 ", v4);
LOG_DEBUG("dvec2 ", dv2);
LOG_DEBUG("dvec3 ", dv3);
LOG_DEBUG("dvec4 ", dv4);
LOG_DEBUG("ivec2 ", iv2);
LOG_DEBUG("ivec3 ", iv3);
LOG_DEBUG("ivec4 ", iv4);
LOG_DEBUG("uvec2 ", uv2);
LOG_DEBUG("uvec3 ", uv3);
LOG_DEBUG("uvec4 ", uv4);
}
TEST(vec, Add)
{
// Test operator+ with float vectors
vec3 v1{1.0f, 2.0f, 3.0f};
vec3 v2{4.0f, 5.0f, 6.0f};
vec3 result = v1 + v2;
ASSERT_FLOAT_EQ(result[0], 5.0f);
ASSERT_FLOAT_EQ(result[1], 7.0f);
ASSERT_FLOAT_EQ(result[2], 9.0f);
// Test operator+ with integer vectors
ivec3 iv1{1, 2, 3};
ivec3 iv2{10, 20, 30};
ivec3 iresult = iv1 + iv2;
ASSERT_EQ(iresult[0], 11);
ASSERT_EQ(iresult[1], 22);
ASSERT_EQ(iresult[2], 33);
// Test that original vectors are unchanged
ASSERT_FLOAT_EQ(v1[0], 1.0f);
ASSERT_FLOAT_EQ(v1[1], 2.0f);
ASSERT_FLOAT_EQ(v1[2], 3.0f);
}
TEST(vec, Sub)
{
// Test operator- with float vectors
vec3 v1{5.0f, 7.0f, 9.0f};
vec3 v2{1.0f, 2.0f, 3.0f};
vec3 result = v1 - v2;
ASSERT_FLOAT_EQ(result[0], 4.0f);
ASSERT_FLOAT_EQ(result[1], 5.0f);
ASSERT_FLOAT_EQ(result[2], 6.0f);
// Test operator- with integer vectors
ivec3 iv1{30, 20, 10};
ivec3 iv2{5, 3, 1};
ivec3 iresult = iv1 - iv2;
ASSERT_EQ(iresult[0], 25);
ASSERT_EQ(iresult[1], 17);
ASSERT_EQ(iresult[2], 9);
// Test that original vectors are unchanged
ASSERT_FLOAT_EQ(v1[0], 5.0f);
ASSERT_FLOAT_EQ(v1[1], 7.0f);
ASSERT_FLOAT_EQ(v1[2], 9.0f);
// Test subtraction resulting in negative values
vec3 v3{1.0f, 2.0f, 3.0f};
vec3 v4{4.0f, 5.0f, 6.0f};
vec3 negative_result = v3 - v4;
ASSERT_FLOAT_EQ(negative_result[0], -3.0f);
ASSERT_FLOAT_EQ(negative_result[1], -3.0f);
ASSERT_FLOAT_EQ(negative_result[2], -3.0f);
}
TEST(vec, ScalarMultiplication)
{
// Test scalar * vector with float vectors
vec3 v1{2.0f, 3.0f, 4.0f};
vec3 result = v1 * 2.5f;
ASSERT_FLOAT_EQ(result[0], 5.0f);
ASSERT_FLOAT_EQ(result[1], 7.5f);
ASSERT_FLOAT_EQ(result[2], 10.0f);
// Test scalar * vector with integer vectors
ivec3 iv1{3, 5, 7};
ivec3 iresult = iv1 * 2;
ASSERT_EQ(iresult[0], 6);
ASSERT_EQ(iresult[1], 10);
ASSERT_EQ(iresult[2], 14);
// Test that original vector is unchanged
ASSERT_FLOAT_EQ(v1[0], 2.0f);
ASSERT_FLOAT_EQ(v1[1], 3.0f);
ASSERT_FLOAT_EQ(v1[2], 4.0f);
// Test multiplication by zero
vec3 v2{1.0f, 2.0f, 3.0f};
vec3 zero_result = v2 * 0.0f;
ASSERT_FLOAT_EQ(zero_result[0], 0.0f);
ASSERT_FLOAT_EQ(zero_result[1], 0.0f);
ASSERT_FLOAT_EQ(zero_result[2], 0.0f);
// Test multiplication by negative scalar (and different ordering)
vec3 v3{1.0f, -2.0f, 3.0f};
vec3 negative_result = -2.0f * v3;
ASSERT_FLOAT_EQ(negative_result[0], -2.0f);
ASSERT_FLOAT_EQ(negative_result[1], 4.0f);
ASSERT_FLOAT_EQ(negative_result[2], -6.0f);
}
TEST(vec, ScalarDivision)
{
// Test vector / scalar with float vectors
vec3 v1{10.0f, 15.0f, 20.0f};
vec3 result = v1 / 2.5f;
ASSERT_FLOAT_EQ(result[0], 4.0f);
ASSERT_FLOAT_EQ(result[1], 6.0f);
ASSERT_FLOAT_EQ(result[2], 8.0f);
// Test vector / scalar with integer vectors
ivec3 iv1{12, 18, 24};
ivec3 iresult = iv1 / 2;
ASSERT_EQ(iresult[0], 6);
ASSERT_EQ(iresult[1], 9);
ASSERT_EQ(iresult[2], 12);
// Test that original vector is unchanged
ASSERT_FLOAT_EQ(v1[0], 10.0f);
ASSERT_FLOAT_EQ(v1[1], 15.0f);
ASSERT_FLOAT_EQ(v1[2], 20.0f);
// Test division by negative scalar
vec3 v2{6.0f, -9.0f, 12.0f};
vec3 negative_result = v2 / -3.0f;
ASSERT_FLOAT_EQ(negative_result[0], -2.0f);
ASSERT_FLOAT_EQ(negative_result[1], 3.0f);
ASSERT_FLOAT_EQ(negative_result[2], -4.0f);
// Test division by fractional scalar
vec3 v3{1.0f, 2.0f, 3.0f};
vec3 fractional_result = v3 / 0.5f;
ASSERT_FLOAT_EQ(fractional_result[0], 2.0f);
ASSERT_FLOAT_EQ(fractional_result[1], 4.0f);
ASSERT_FLOAT_EQ(fractional_result[2], 6.0f);
}
TEST(vec, AdditionAssignment)
{
// Test operator+= with float vectors
vec3 v1{1.0f, 2.0f, 3.0f};
vec3 v2{4.0f, 5.0f, 6.0f};
v1 += v2;
ASSERT_FLOAT_EQ(v1[0], 5.0f);
ASSERT_FLOAT_EQ(v1[1], 7.0f);
ASSERT_FLOAT_EQ(v1[2], 9.0f);
// Test that v2 is unchanged
ASSERT_FLOAT_EQ(v2[0], 4.0f);
ASSERT_FLOAT_EQ(v2[1], 5.0f);
ASSERT_FLOAT_EQ(v2[2], 6.0f);
// Test operator+= with integer vectors
ivec3 iv1{10, 20, 30};
ivec3 iv2{1, 2, 3};
iv1 += iv2;
ASSERT_EQ(iv1[0], 11);
ASSERT_EQ(iv1[1], 22);
ASSERT_EQ(iv1[2], 33);
// Test chaining
vec3 v3{1.0f, 1.0f, 1.0f};
vec3 v4{2.0f, 2.0f, 2.0f};
vec3 v5{3.0f, 3.0f, 3.0f};
v3 += v4 += v5;
ASSERT_FLOAT_EQ(v3[0], 6.0f);
ASSERT_FLOAT_EQ(v3[1], 6.0f);
ASSERT_FLOAT_EQ(v3[2], 6.0f);
ASSERT_FLOAT_EQ(v4[0], 5.0f);
ASSERT_FLOAT_EQ(v4[1], 5.0f);
ASSERT_FLOAT_EQ(v4[2], 5.0f);
}
TEST(vec, SubtractionAssignment)
{
// Test operator-= with float vectors
vec3 v1{10.0f, 15.0f, 20.0f};
vec3 v2{3.0f, 5.0f, 7.0f};
v1 -= v2;
ASSERT_FLOAT_EQ(v1[0], 7.0f);
ASSERT_FLOAT_EQ(v1[1], 10.0f);
ASSERT_FLOAT_EQ(v1[2], 13.0f);
// Test that v2 is unchanged
ASSERT_FLOAT_EQ(v2[0], 3.0f);
ASSERT_FLOAT_EQ(v2[1], 5.0f);
ASSERT_FLOAT_EQ(v2[2], 7.0f);
// Test operator-= with integer vectors
ivec3 iv1{50, 40, 30};
ivec3 iv2{5, 10, 15};
iv1 -= iv2;
ASSERT_EQ(iv1[0], 45);
ASSERT_EQ(iv1[1], 30);
ASSERT_EQ(iv1[2], 15);
// Test subtraction resulting in negative values
vec3 v3{1.0f, 2.0f, 3.0f};
vec3 v4{4.0f, 5.0f, 6.0f};
v3 -= v4;
ASSERT_FLOAT_EQ(v3[0], -3.0f);
ASSERT_FLOAT_EQ(v3[1], -3.0f);
ASSERT_FLOAT_EQ(v3[2], -3.0f);
}
TEST(vec, LengthSquared)
{
// Test LengthSquared with float vectors
vec3 v1{3.0f, 4.0f, 0.0f};
ASSERT_FLOAT_EQ(v1.LengthSquared(), 25.0f); // 3² + 4² + 0² = 25
vec2 v2{1.0f, 1.0f};
ASSERT_FLOAT_EQ(v2.LengthSquared(), 2.0f); // 1² + 1² = 2
// Test with zero vector
vec3 zero{0.0f, 0.0f, 0.0f};
ASSERT_FLOAT_EQ(zero.LengthSquared(), 0.0f);
}
TEST(vec, Length)
{
// Test Length with float vectors
vec3 v1{3.0f, 4.0f, 0.0f};
ASSERT_FLOAT_EQ(v1.Length(), 5.0f); // sqrt(3² + 4² + 0²) = 5
vec2 v2{1.0f, 1.0f};
ASSERT_NEAR(v2.Length(), 1.414213f, 1e-5f); // sqrt(2) ≈ 1.414213
// Test with zero vector
vec3 zero{0.0f, 0.0f, 0.0f};
ASSERT_FLOAT_EQ(zero.Length(), 0.0f);
}
TEST(vec, Normalize)
{
// Test Normalize with float vectors
vec3 v1{3.0f, 4.0f, 0.0f};
v1.Normalize();
ASSERT_FLOAT_EQ(v1[0], 0.6f); // 3/5
ASSERT_FLOAT_EQ(v1[1], 0.8f); // 4/5
ASSERT_FLOAT_EQ(v1[2], 0.0f);
ASSERT_NEAR(v1.Length(), 1.0f, 1e-6f);
// Test with zero vector (may produce NaN - implementation dependent)
vec3 zero{0.0f, 0.0f, 0.0f};
zero.Normalize();
// Check if result is NaN (which is expected for zero vector normalization)
ASSERT_TRUE(zero[0] == 0.0f);
ASSERT_TRUE(zero[1] == 0.0f);
ASSERT_TRUE(zero[2] == 0.0f);
}
TEST(vec, GetNormalized)
{
// Test GetNormalized with float vectors
const vec3 v1{3.0f, 4.0f, 0.0f};
vec3 normalized = v1.GetNormalized();
// Original vector should be unchanged
ASSERT_FLOAT_EQ(v1[0], 3.0f);
ASSERT_FLOAT_EQ(v1[1], 4.0f);
ASSERT_FLOAT_EQ(v1[2], 0.0f);
// Normalized copy should be unit length
ASSERT_FLOAT_EQ(normalized[0], 0.6f); // 3/5
ASSERT_FLOAT_EQ(normalized[1], 0.8f); // 4/5
ASSERT_FLOAT_EQ(normalized[2], 0.0f);
ASSERT_NEAR(normalized.Length(), 1.0f, 1e-6f);
// Test with zero vector
vec3 zero{0.0f, 0.0f, 0.0f};
vec3 zero_normalized = zero.GetNormalized();
ASSERT_FLOAT_EQ(zero_normalized[0], 0.0f);
ASSERT_FLOAT_EQ(zero_normalized[1], 0.0f);
ASSERT_FLOAT_EQ(zero_normalized[2], 0.0f);
// Original zero vector should be unchanged
ASSERT_FLOAT_EQ(zero[0], 0.0f);
ASSERT_FLOAT_EQ(zero[1], 0.0f);
ASSERT_FLOAT_EQ(zero[2], 0.0f);
}
TEST(vec, GetOrthogonal)
{
const vec2 v1{5.0f, 1.0f};
auto v2 = v1.GetOrthogonal();
ASSERT_FLOAT_EQ(v2[0], -1.0f);
ASSERT_FLOAT_EQ(v2[1], 5.0f);
}
TEST(vec, DistanceTo)
{
// Test DistanceTo with 3D vectors
vec3 v1{0.0f, 0.0f, 0.0f};
vec3 v2{3.0f, 4.0f, 0.0f};
float distance = v1.DistanceTo(v2);
ASSERT_FLOAT_EQ(distance, 5.0f); // 3-4-5 triangle
// Distance should be symmetric
ASSERT_FLOAT_EQ(v2.DistanceTo(v1), distance);
// Test with 2D vectors
vec2 a{1.0f, 1.0f};
vec2 b{4.0f, 5.0f};
float distance_2d = a.DistanceTo(b);
ASSERT_FLOAT_EQ(distance_2d, 5.0f); // sqrt((4-1)² + (5-1)²) = sqrt(9+16) = 5
// Distance to self should be zero
ASSERT_FLOAT_EQ(v1.DistanceTo(v1), 0.0f);
ASSERT_FLOAT_EQ(a.DistanceTo(a), 0.0f);
// Test that original vectors are unchanged
ASSERT_FLOAT_EQ(v1[0], 0.0f);
ASSERT_FLOAT_EQ(v1[1], 0.0f);
ASSERT_FLOAT_EQ(v1[2], 0.0f);
ASSERT_FLOAT_EQ(v2[0], 3.0f);
ASSERT_FLOAT_EQ(v2[1], 4.0f);
ASSERT_FLOAT_EQ(v2[2], 0.0f);
}
TEST(vec, ChainedOperations) {
vec2 a{1.0f, 2.0f};
vec2 b{3.0f, 4.0f};
// Test chaining: (a + b) * 2.0f
auto result = (a + b) * 2.0f;
ASSERT_FLOAT_EQ(result[0], 8.0f);
ASSERT_FLOAT_EQ(result[1], 12.0f);
// Test chaining with assignment
a += b;
a = a * 0.5f;
ASSERT_FLOAT_EQ(a[0], 2.0f);
ASSERT_FLOAT_EQ(a[1], 3.0f);
}
int main(int argc, char **argv) {
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}