204 lines
7.2 KiB
C
204 lines
7.2 KiB
C
/*
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* Copyright 2007 Vijay Kiran Kamuju
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* Copyright 2007 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <assert.h>
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#include "wine/test.h"
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#include "d3drmdef.h"
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#include <math.h>
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#define PI (4*atan(1.0))
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#define admit_error 0.000001
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#define expect_mat( expectedmat, gotmat)\
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{ \
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int i,j,equal=1; \
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for (i=0; i<4; i++)\
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{\
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for (j=0; j<4; j++)\
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{\
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if (fabs(expectedmat[i][j]-gotmat[i][j])>admit_error)\
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{\
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equal=0;\
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}\
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}\
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}\
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ok(equal, "Expected matrix=\n(%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n)\n\n" \
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"Got matrix=\n(%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f)\n", \
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expectedmat[0][0],expectedmat[0][1],expectedmat[0][2],expectedmat[0][3], \
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expectedmat[1][0],expectedmat[1][1],expectedmat[1][2],expectedmat[1][3], \
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expectedmat[2][0],expectedmat[2][1],expectedmat[2][2],expectedmat[2][3], \
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expectedmat[3][0],expectedmat[3][1],expectedmat[3][2],expectedmat[3][3], \
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gotmat[0][0],gotmat[0][1],gotmat[0][2],gotmat[0][3], \
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gotmat[1][0],gotmat[1][1],gotmat[1][2],gotmat[1][3], \
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gotmat[2][0],gotmat[2][1],gotmat[2][2],gotmat[2][3], \
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gotmat[3][0],gotmat[3][1],gotmat[3][2],gotmat[3][3] ); \
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}
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#define expect_quat(expectedquat,gotquat) \
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ok( (fabs(expectedquat.v.x-gotquat.v.x)<admit_error) && \
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(fabs(expectedquat.v.y-gotquat.v.y)<admit_error) && \
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(fabs(expectedquat.v.z-gotquat.v.z)<admit_error) && \
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(fabs(expectedquat.s-gotquat.s)<admit_error), \
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"Expected Quaternion %f %f %f %f , Got Quaternion %f %f %f %f\n", \
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expectedquat.s,expectedquat.v.x,expectedquat.v.y,expectedquat.v.z, \
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gotquat.s,gotquat.v.x,gotquat.v.y,gotquat.v.z);
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#define expect_vec(expectedvec,gotvec) \
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ok( ((fabs(expectedvec.x-gotvec.x)<admit_error)&&(fabs(expectedvec.y-gotvec.y)<admit_error)&&(fabs(expectedvec.z-gotvec.z)<admit_error)), \
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"Expected Vector= (%f, %f, %f)\n , Got Vector= (%f, %f, %f)\n", \
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expectedvec.x,expectedvec.y,expectedvec.z, gotvec.x, gotvec.y, gotvec.z);
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static void VectorTest(void)
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{
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D3DVALUE mod,par,theta;
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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;
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v.x=4.0;v.y=4.0;v.z=0.0;
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/*______________________VectorAdd_________________________________*/
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D3DRMVectorAdd(&r,&u,&v);
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e.x=6.0;e.y=6.0;e.z=1.0;
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expect_vec(e,r);
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/*_______________________VectorSubtract__________________________*/
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D3DRMVectorSubtract(&r,&u,&v);
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e.x=-2.0;e.y=-2.0;e.z=1.0;
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expect_vec(e,r);
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/*_______________________VectorCrossProduct_______________________*/
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D3DRMVectorCrossProduct(&r,&u,&v);
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e.x=-4.0;e.y=4.0;e.z=0.0;
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expect_vec(e,r);
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/*_______________________VectorDotProduct__________________________*/
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mod=D3DRMVectorDotProduct(&u,&v);
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ok((mod == 16.0), "Expected 16.0, Got %f",mod);
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/*_______________________VectorModulus_____________________________*/
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mod=D3DRMVectorModulus(&u);
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ok((mod == 3.0), "Expected 3.0, Got %f",mod);
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/*_______________________VectorNormalize___________________________*/
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D3DRMVectorNormalize(&u);
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e.x=2.0/3.0;e.y=2.0/3.0;e.z=1.0/3.0;
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expect_vec(e,u);
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/* 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. */
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casnul.x=0.0; casnul.y=0.0; casnul.z=0.0;
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D3DRMVectorNormalize(&casnul);
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e.x=1.0; e.y=0.0; e.z=0.0;
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expect_vec(e,casnul);
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/*____________________VectorReflect_________________________________*/
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ray.x=3.0; ray.y=-4.0; ray.z=5.0;
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norm.x=1.0; norm.y=-2.0; norm.z=6.0;
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e.x=79.0; e.y=-160.0; e.z=487.0;
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D3DRMVectorReflect(&r,&ray,&norm);
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expect_vec(e,r);
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/*_______________________VectorRotate_______________________________*/
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w.x=3.0;w.y=4.0;w.z=0.0;
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axis.x=0.0;axis.y=0.0;axis.z=1.0;
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theta=2.0*PI/3.0;
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D3DRMVectorRotate(&r,&w,&axis,theta);
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e.x=-0.3-0.4*sqrt(3.0); e.y=0.3*sqrt(3.0)-0.4; e.z=0.0;
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expect_vec(e,r);
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/* The same formula gives D3DRMVectorRotate, for theta in [-PI/2;+PI/2] or not. The following test proves this fact.*/
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theta=-PI/4.0;
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D3DRMVectorRotate(&r,&w,&axis,-PI/4);
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e.x=1.4/sqrt(2.0); e.y=0.2/sqrt(2.0); e.z=0.0;
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expect_vec(e,r);
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/*_______________________VectorScale__________________________*/
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par=2.5;
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D3DRMVectorScale(&r,&v,par);
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e.x=10.0; e.y=10.0; e.z=0.0;
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expect_vec(e,r);
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}
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static void MatrixTest(void)
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{
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D3DRMQUATERNION q;
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D3DRMMATRIX4D exp,mat;
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exp[0][0]=-49.0; exp[0][1]=4.0; exp[0][2]=22.0; exp[0][3]=0.0;
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exp[1][0]=20.0; exp[1][1]=-39.0; exp[1][2]=20.0; exp[1][3]=0.0;
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exp[2][0]=10.0; exp[2][1]=28.0; exp[2][2]=-25.0; exp[2][3]=0.0;
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exp[3][0]=0.0; exp[3][1]=0.0; exp[3][2]=0.0; exp[3][3]=1.0;
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q.s=1.0; q.v.x=2.0; q.v.y=3.0; q.v.z=4.0;
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D3DRMMatrixFromQuaternion(mat,&q);
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expect_mat(exp,mat);
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}
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static void QuaternionTest(void)
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{
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D3DVECTOR axis;
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D3DVALUE g,h,epsilon,par,theta;
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D3DRMQUATERNION q,q1,q2,r;
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/*_________________QuaternionFromRotation___________________*/
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axis.x=1.0;axis.y=1.0;axis.z=1.0;
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theta=2.0*PI/3.0;
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D3DRMQuaternionFromRotation(&r,&axis,theta);
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q.s=0.5;q.v.x=0.5;q.v.y=0.5;q.v.z=0.5;
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expect_quat(q,r);
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/*_________________QuaternionSlerp_________________________*/
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/* Interpolation slerp is in fact a linear interpolation, not a spherical linear
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* interpolation. Moreover, if the angle of the two quaternions is in ]PI/2;3PI/2[, QuaternionSlerp
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* interpolates between the first quaternion and the opposite of the second one. The test proves
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* these two facts. */
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par=0.31;
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q1.s=1.0; q1.v.x=2.0; q1.v.y=3.0; q1.v.z=50.0;
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q2.s=-4.0; q2.v.x=6.0; q2.v.y=7.0; q2.v.z=8.0;
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/* The angle between q1 and q2 is in [-PI/2,PI/2]. So, one interpolates between q1 and q2. */
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epsilon=1.0;
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g=1.0-par; h=epsilon*par;
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/* Part of the test proving that the interpolation is linear. */
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q.s=g*q1.s+h*q2.s;
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q.v.x=g*q1.v.x+h*q2.v.x;
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q.v.y=g*q1.v.y+h*q2.v.y;
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q.v.z=g*q1.v.z+h*q2.v.z;
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D3DRMQuaternionSlerp(&r,&q1,&q2,par);
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expect_quat(q,r);
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q1.s=1.0; q1.v.x=2.0; q1.v.y=3.0; q1.v.z=50.0;
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q2.s=-94.0; q2.v.x=6.0; q2.v.y=7.0; q2.v.z=-8.0;
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/* The angle between q1 and q2 is not in [-PI/2,PI/2]. So, one interpolates between q1 and -q2. */
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epsilon=-1.0;
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g=1.0-par; h=epsilon*par;
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q.s=g*q1.s+h*q2.s;
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q.v.x=g*q1.v.x+h*q2.v.x;
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q.v.y=g*q1.v.y+h*q2.v.y;
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q.v.z=g*q1.v.z+h*q2.v.z;
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D3DRMQuaternionSlerp(&r,&q1,&q2,par);
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expect_quat(q,r);
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}
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START_TEST(vector)
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{
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VectorTest();
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MatrixTest();
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QuaternionTest();
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}
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