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