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70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
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// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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#include "catch.h"
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#include "irrMath.h"
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#include "matrix4.h"
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#include "irr_v3d.h"
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using matrix4 = core::matrix4;
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static bool matrix_equals(const matrix4 &a, const matrix4 &b) {
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return a.equals(b, 0.00001f);
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}
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constexpr v3f x{1, 0, 0};
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constexpr v3f y{0, 1, 0};
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constexpr v3f z{0, 0, 1};
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TEST_CASE("matrix4") {
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SECTION("setRotationRadians") {
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SECTION("rotation order is ZYX (matrix notation)") {
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v3f rot{1, 2, 3};
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matrix4 X, Y, Z, ZYX;
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X.setRotationRadians({rot.X, 0, 0});
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Y.setRotationRadians({0, rot.Y, 0});
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Z.setRotationRadians({0, 0, rot.Z});
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ZYX.setRotationRadians(rot);
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CHECK(!matrix_equals(X * Y * Z, ZYX));
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CHECK(!matrix_equals(X * Z * Y, ZYX));
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CHECK(!matrix_equals(Y * X * Z, ZYX));
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CHECK(!matrix_equals(Y * Z * X, ZYX));
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CHECK(!matrix_equals(Z * X * Y, ZYX));
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CHECK(matrix_equals(Z * Y * X, ZYX));
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}
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const f32 quarter_turn = core::PI / 2;
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// See https://en.wikipedia.org/wiki/Right-hand_rule#/media/File:Cartesian_coordinate_system_handedness.svg
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// for a visualization of what handedness means for rotations
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SECTION("rotation is right-handed") {
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SECTION("rotation around the X-axis is Z-up, counter-clockwise") {
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matrix4 X;
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X.setRotationRadians({quarter_turn, 0, 0});
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CHECK(X.transformVect(x).equals(x));
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CHECK(X.transformVect(y).equals(z));
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CHECK(X.transformVect(z).equals(-y));
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}
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SECTION("rotation around the Y-axis is Z-up, clockwise") {
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matrix4 Y;
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Y.setRotationRadians({0, quarter_turn, 0});
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CHECK(Y.transformVect(y).equals(y));
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CHECK(Y.transformVect(x).equals(-z));
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CHECK(Y.transformVect(z).equals(x));
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}
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SECTION("rotation around the Z-axis is Y-up, counter-clockwise") {
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matrix4 Z;
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Z.setRotationRadians({0, 0, quarter_turn});
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CHECK(Z.transformVect(z).equals(z));
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CHECK(Z.transformVect(x).equals(y));
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CHECK(Z.transformVect(y).equals(-x));
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}
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}
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}
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}
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