Sweden-Number/dlls/d3drm/tests/vector.c

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/*
* Copyright 2007 Vijay Kiran Kamuju
* Copyright 2007 David Adam
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <assert.h>
#include "wine/test.h"
#include "d3drmdef.h"
#include <math.h>
#define PI (4*atan(1.0))
#define admit_error 0.000001
#define expect_vec(expectedvec,gotvec) \
ok( ((fabs(expectedvec.x-gotvec.x)<admit_error)&&(fabs(expectedvec.y-gotvec.y)<admit_error)&&(fabs(expectedvec.z-gotvec.z)<admit_error)), \
"Expected Vector= (%f, %f, %f)\n , Got Vector= (%f, %f, %f)\n", \
expectedvec.x,expectedvec.y,expectedvec.z, gotvec.x, gotvec.y, gotvec.z);
void VectorTest(void)
{
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D3DVALUE mod,par,theta;
D3DVECTOR e,r,u,v,w,axis,casnul,norm,ray;
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u.x=2.0;u.y=2.0;u.z=1.0;
v.x=4.0;v.y=4.0;v.z=0.0;
/*______________________VectorAdd_________________________________*/
D3DRMVectorAdd(&r,&u,&v);
e.x=6.0;e.y=6.0;e.z=1.0;
expect_vec(e,r);
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/*_______________________VectorSubtract__________________________*/
D3DRMVectorSubtract(&r,&u,&v);
e.x=-2.0;e.y=-2.0;e.z=1.0;
expect_vec(e,r);
/*_______________________VectorCrossProduct_______________________*/
D3DRMVectorCrossProduct(&r,&u,&v);
e.x=-4.0;e.y=4.0;e.z=0.0;
expect_vec(e,r);
/*_______________________VectorDotProduct__________________________*/
mod=D3DRMVectorDotProduct(&u,&v);
ok((mod == 16.0), "Expected 16.0, Got %f",mod);
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/*_______________________VectorModulus_____________________________*/
mod=D3DRMVectorModulus(&u);
ok((mod == 3.0), "Expected 3.0, Got %f",mod);
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/*_______________________VectorNormalize___________________________*/
D3DRMVectorNormalize(&u);
e.x=2.0/3.0;e.y=2.0/3.0;e.z=1.0/3.0;
expect_vec(e,u);
/* If u is the NULL vector, MSDN says that the return vector is NULL. In fact, the returned vector is (1,0,0). The following test case prove it. */
casnul.x=0.0; casnul.y=0.0; casnul.z=0.0;
D3DRMVectorNormalize(&casnul);
e.x=1.0; e.y=0.0; e.z=0.0;
expect_vec(e,casnul);
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/*____________________VectorReflect_________________________________*/
ray.x=3.0; ray.y=-4.0; ray.z=5.0;
norm.x=1.0; norm.y=-2.0; norm.z=6.0;
e.x=79.0; e.y=-160.0; e.z=487.0;
D3DRMVectorReflect(&r,&ray,&norm);
expect_vec(e,r);
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/*_______________________VectorRotate_______________________________*/
w.x=3.0;w.y=4.0;w.z=0.0;
axis.x=0.0;axis.y=0.0;axis.z=1.0;
theta=2.0*PI/3.0;
D3DRMVectorRotate(&r,&w,&axis,theta);
e.x=-0.3-0.4*sqrt(3.0); e.y=0.3*sqrt(3.0)-0.4; e.z=0.0;
expect_vec(e,r);
/* The same formula gives D3DRMVectorRotate, for theta in [-PI/2;+PI/2] or not. The following test proves this fact.*/
theta=-PI/4.0;
D3DRMVectorRotate(&r,&w,&axis,-PI/4);
e.x=1.4/sqrt(2.0); e.y=0.2/sqrt(2.0); e.z=0.0;
expect_vec(e,r);
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/*_______________________VectorScale__________________________*/
par=2.5;
D3DRMVectorScale(&r,&v,par);
e.x=10.0; e.y=10.0; e.z=0.0;
expect_vec(e,r);
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}
START_TEST(vector)
{
VectorTest();
}