2021-11-13 05:45:40 +00:00
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/*************************************************************************/
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/* test_vector2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TEST_VECTOR2_H
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#define TEST_VECTOR2_H
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#include "core/math/vector2.h"
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#include "tests/test_macros.h"
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namespace TestVector2 {
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TEST_CASE("[Vector2] Angle methods") {
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const Vector2 vector_x = Vector2(1, 0);
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const Vector2 vector_y = Vector2(0, 1);
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CHECK_MESSAGE(
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Math::is_equal_approx(vector_x.angle_to(vector_y), (real_t)Math_TAU / 4),
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"Vector2 angle_to should work as expected.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector_y.angle_to(vector_x), (real_t)-Math_TAU / 4),
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"Vector2 angle_to should work as expected.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector_x.angle_to_point(vector_y), (real_t)Math_TAU * 3 / 8),
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"Vector2 angle_to_point should work as expected.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector_y.angle_to_point(vector_x), (real_t)-Math_TAU / 8),
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"Vector2 angle_to_point should work as expected.");
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}
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TEST_CASE("[Vector2] Axis methods") {
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Vector2 vector = Vector2(1.2, 3.4);
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CHECK_MESSAGE(
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vector.max_axis_index() == Vector2::Axis::AXIS_Y,
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"Vector2 max_axis_index should work as expected.");
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CHECK_MESSAGE(
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vector.min_axis_index() == Vector2::Axis::AXIS_X,
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"Vector2 min_axis_index should work as expected.");
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CHECK_MESSAGE(
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vector[vector.min_axis_index()] == (real_t)1.2,
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"Vector2 array operator should work as expected.");
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vector[Vector2::Axis::AXIS_Y] = 3.7;
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CHECK_MESSAGE(
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vector[Vector2::Axis::AXIS_Y] == (real_t)3.7,
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"Vector2 array operator setter should work as expected.");
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}
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TEST_CASE("[Vector2] Interpolation methods") {
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const Vector2 vector1 = Vector2(1, 2);
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const Vector2 vector2 = Vector2(4, 5);
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CHECK_MESSAGE(
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vector1.lerp(vector2, 0.5) == Vector2(2.5, 3.5),
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"Vector2 lerp should work as expected.");
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CHECK_MESSAGE(
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vector1.lerp(vector2, 1.0 / 3.0).is_equal_approx(Vector2(2, 3)),
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"Vector2 lerp should work as expected.");
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CHECK_MESSAGE(
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vector1.normalized().slerp(vector2.normalized(), 0.5).is_equal_approx(Vector2(0.538953602313995361, 0.84233558177947998)),
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"Vector2 slerp should work as expected.");
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CHECK_MESSAGE(
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vector1.normalized().slerp(vector2.normalized(), 1.0 / 3.0).is_equal_approx(Vector2(0.508990883827209473, 0.860771894454956055)),
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"Vector2 slerp should work as expected.");
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CHECK_MESSAGE(
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Vector2(5, 0).slerp(Vector2(0, 5), 0.5).is_equal_approx(Vector2(5, 5) * Math_SQRT12),
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"Vector2 slerp with non-normalized values should work as expected.");
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CHECK_MESSAGE(
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Vector2().slerp(Vector2(), 0.5) == Vector2(),
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"Vector2 slerp with both inputs as zero vectors should return a zero vector.");
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CHECK_MESSAGE(
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Vector2().slerp(Vector2(1, 1), 0.5) == Vector2(0.5, 0.5),
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"Vector2 slerp with one input as zero should behave like a regular lerp.");
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CHECK_MESSAGE(
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Vector2(1, 1).slerp(Vector2(), 0.5) == Vector2(0.5, 0.5),
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"Vector2 slerp with one input as zero should behave like a regular lerp.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector1.slerp(vector2, 0.5).length(), (real_t)4.31959610746631919),
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"Vector2 slerp with different length input should return a vector with an interpolated length.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector1.angle_to(vector1.slerp(vector2, 0.5)) * 2, vector1.angle_to(vector2)),
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"Vector2 slerp with different length input should return a vector with an interpolated angle.");
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CHECK_MESSAGE(
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vector1.cubic_interpolate(vector2, Vector2(), Vector2(7, 7), 0.5) == Vector2(2.375, 3.5),
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"Vector2 cubic_interpolate should work as expected.");
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CHECK_MESSAGE(
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vector1.cubic_interpolate(vector2, Vector2(), Vector2(7, 7), 1.0 / 3.0).is_equal_approx(Vector2(1.851851940155029297, 2.962963104248046875)),
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"Vector2 cubic_interpolate should work as expected.");
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CHECK_MESSAGE(
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Vector2(1, 0).move_toward(Vector2(10, 0), 3) == Vector2(4, 0),
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"Vector2 move_toward should work as expected.");
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}
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TEST_CASE("[Vector2] Length methods") {
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const Vector2 vector1 = Vector2(10, 10);
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const Vector2 vector2 = Vector2(20, 30);
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CHECK_MESSAGE(
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vector1.length_squared() == 200,
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"Vector2 length_squared should work as expected and return exact result.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector1.length(), 10 * (real_t)Math_SQRT2),
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"Vector2 length should work as expected.");
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CHECK_MESSAGE(
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vector2.length_squared() == 1300,
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"Vector2 length_squared should work as expected and return exact result.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector2.length(), (real_t)36.05551275463989293119),
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"Vector2 length should work as expected.");
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CHECK_MESSAGE(
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vector1.distance_squared_to(vector2) == 500,
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"Vector2 distance_squared_to should work as expected and return exact result.");
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CHECK_MESSAGE(
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Math::is_equal_approx(vector1.distance_to(vector2), (real_t)22.36067977499789696409),
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"Vector2 distance_to should work as expected.");
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}
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TEST_CASE("[Vector2] Limiting methods") {
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const Vector2 vector = Vector2(10, 10);
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CHECK_MESSAGE(
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vector.limit_length().is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
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"Vector2 limit_length should work as expected.");
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CHECK_MESSAGE(
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vector.limit_length(5).is_equal_approx(5 * Vector2(Math_SQRT12, Math_SQRT12)),
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"Vector2 limit_length should work as expected.");
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CHECK_MESSAGE(
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Vector2(-5, 15).clamp(Vector2(), vector).is_equal_approx(Vector2(0, 10)),
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"Vector2 clamp should work as expected.");
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CHECK_MESSAGE(
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vector.clamp(Vector2(0, 15), Vector2(5, 20)).is_equal_approx(Vector2(5, 15)),
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"Vector2 clamp should work as expected.");
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}
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TEST_CASE("[Vector2] Normalization methods") {
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CHECK_MESSAGE(
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Vector2(1, 0).is_normalized() == true,
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"Vector2 is_normalized should return true for a normalized vector.");
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CHECK_MESSAGE(
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Vector2(1, 1).is_normalized() == false,
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"Vector2 is_normalized should return false for a non-normalized vector.");
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CHECK_MESSAGE(
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Vector2(1, 0).normalized() == Vector2(1, 0),
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"Vector2 normalized should return the same vector for a normalized vector.");
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CHECK_MESSAGE(
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Vector2(1, 1).normalized().is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
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"Vector2 normalized should work as expected.");
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}
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TEST_CASE("[Vector2] Operators") {
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const Vector2 decimal1 = Vector2(2.3, 4.9);
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const Vector2 decimal2 = Vector2(1.2, 3.4);
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const Vector2 power1 = Vector2(0.75, 1.5);
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const Vector2 power2 = Vector2(0.5, 0.125);
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const Vector2 int1 = Vector2(4, 5);
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const Vector2 int2 = Vector2(1, 2);
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CHECK_MESSAGE(
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(decimal1 + decimal2).is_equal_approx(Vector2(3.5, 8.3)),
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"Vector2 addition should behave as expected.");
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CHECK_MESSAGE(
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(power1 + power2) == Vector2(1.25, 1.625),
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"Vector2 addition with powers of two should give exact results.");
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CHECK_MESSAGE(
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(int1 + int2) == Vector2(5, 7),
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"Vector2 addition with integers should give exact results.");
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CHECK_MESSAGE(
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(decimal1 - decimal2).is_equal_approx(Vector2(1.1, 1.5)),
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"Vector2 subtraction should behave as expected.");
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CHECK_MESSAGE(
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(power1 - power2) == Vector2(0.25, 1.375),
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"Vector2 subtraction with powers of two should give exact results.");
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CHECK_MESSAGE(
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(int1 - int2) == Vector2(3, 3),
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"Vector2 subtraction with integers should give exact results.");
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CHECK_MESSAGE(
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(decimal1 * decimal2).is_equal_approx(Vector2(2.76, 16.66)),
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"Vector2 multiplication should behave as expected.");
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CHECK_MESSAGE(
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(power1 * power2) == Vector2(0.375, 0.1875),
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"Vector2 multiplication with powers of two should give exact results.");
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CHECK_MESSAGE(
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(int1 * int2) == Vector2(4, 10),
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"Vector2 multiplication with integers should give exact results.");
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CHECK_MESSAGE(
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(decimal1 / decimal2).is_equal_approx(Vector2(1.91666666666666666, 1.44117647058823529)),
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"Vector2 division should behave as expected.");
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CHECK_MESSAGE(
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(power1 / power2) == Vector2(1.5, 12.0),
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"Vector2 division with powers of two should give exact results.");
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CHECK_MESSAGE(
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(int1 / int2) == Vector2(4, 2.5),
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"Vector2 division with integers should give exact results.");
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CHECK_MESSAGE(
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(decimal1 * 2).is_equal_approx(Vector2(4.6, 9.8)),
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"Vector2 multiplication should behave as expected.");
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CHECK_MESSAGE(
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(power1 * 2) == Vector2(1.5, 3),
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"Vector2 multiplication with powers of two should give exact results.");
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CHECK_MESSAGE(
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(int1 * 2) == Vector2(8, 10),
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"Vector2 multiplication with integers should give exact results.");
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CHECK_MESSAGE(
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(decimal1 / 2).is_equal_approx(Vector2(1.15, 2.45)),
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"Vector2 division should behave as expected.");
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CHECK_MESSAGE(
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(power1 / 2) == Vector2(0.375, 0.75),
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"Vector2 division with powers of two should give exact results.");
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CHECK_MESSAGE(
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(int1 / 2) == Vector2(2, 2.5),
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"Vector2 division with integers should give exact results.");
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CHECK_MESSAGE(
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((Vector2i)decimal1) == Vector2i(2, 4),
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"Vector2 cast to Vector2i should work as expected.");
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CHECK_MESSAGE(
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((Vector2i)decimal2) == Vector2i(1, 3),
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"Vector2 cast to Vector2i should work as expected.");
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CHECK_MESSAGE(
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Vector2(Vector2i(1, 2)) == Vector2(1, 2),
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"Vector2 constructed from Vector2i should work as expected.");
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2022-01-15 03:17:01 +00:00
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CHECK_MESSAGE(
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((String)decimal1) == "(2.3, 4.9)",
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"Vector2 cast to String should work as expected.");
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CHECK_MESSAGE(
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((String)decimal2) == "(1.2, 3.4)",
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"Vector2 cast to String should work as expected.");
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CHECK_MESSAGE(
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((String)Vector2(9.8, 9.9)) == "(9.8, 9.9)",
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"Vector2 cast to String should work as expected.");
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#ifdef REAL_T_IS_DOUBLE
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CHECK_MESSAGE(
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((String)Vector2(Math_PI, Math_TAU)) == "(3.14159265358979, 6.28318530717959)",
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"Vector2 cast to String should print the correct amount of digits for real_t = double.");
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#else
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CHECK_MESSAGE(
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((String)Vector2(Math_PI, Math_TAU)) == "(3.141593, 6.283185)",
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"Vector2 cast to String should print the correct amount of digits for real_t = float.");
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#endif // REAL_T_IS_DOUBLE
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2021-11-13 05:45:40 +00:00
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}
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TEST_CASE("[Vector2] Other methods") {
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const Vector2 vector = Vector2(1.2, 3.4);
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CHECK_MESSAGE(
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Math::is_equal_approx(vector.aspect(), (real_t)1.2 / (real_t)3.4),
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"Vector2 aspect should work as expected.");
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CHECK_MESSAGE(
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vector.direction_to(Vector2()).is_equal_approx(-vector.normalized()),
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"Vector2 direction_to should work as expected.");
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CHECK_MESSAGE(
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Vector2(1, 1).direction_to(Vector2(2, 2)).is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
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"Vector2 direction_to should work as expected.");
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CHECK_MESSAGE(
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vector.posmod(2).is_equal_approx(Vector2(1.2, 1.4)),
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"Vector2 posmod should work as expected.");
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CHECK_MESSAGE(
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(-vector).posmod(2).is_equal_approx(Vector2(0.8, 0.6)),
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"Vector2 posmod should work as expected.");
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CHECK_MESSAGE(
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vector.posmodv(Vector2(1, 2)).is_equal_approx(Vector2(0.2, 1.4)),
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"Vector2 posmodv should work as expected.");
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CHECK_MESSAGE(
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(-vector).posmodv(Vector2(2, 3)).is_equal_approx(Vector2(0.8, 2.6)),
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"Vector2 posmodv should work as expected.");
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CHECK_MESSAGE(
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vector.rotated(Math_TAU / 4).is_equal_approx(Vector2(-3.4, 1.2)),
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"Vector2 rotated should work as expected.");
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CHECK_MESSAGE(
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vector.snapped(Vector2(1, 1)) == Vector2(1, 3),
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"Vector2 snapped to integers should be the same as rounding.");
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CHECK_MESSAGE(
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Vector2(3.4, 5.6).snapped(Vector2(1, 1)) == Vector2(3, 6),
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"Vector2 snapped to integers should be the same as rounding.");
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CHECK_MESSAGE(
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vector.snapped(Vector2(0.25, 0.25)) == Vector2(1.25, 3.5),
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"Vector2 snapped to 0.25 should give exact results.");
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}
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TEST_CASE("[Vector2] Plane methods") {
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const Vector2 vector = Vector2(1.2, 3.4);
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const Vector2 vector_y = Vector2(0, 1);
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CHECK_MESSAGE(
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vector.bounce(vector_y) == Vector2(1.2, -3.4),
|
|
|
|
"Vector2 bounce on a plane with normal of the Y axis should.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector.reflect(vector_y) == Vector2(-1.2, 3.4),
|
|
|
|
"Vector2 reflect on a plane with normal of the Y axis should.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector.project(vector_y) == Vector2(0, 3.4),
|
|
|
|
"Vector2 projected on the X axis should only give the Y component.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector.slide(vector_y) == Vector2(1.2, 0),
|
|
|
|
"Vector2 slide on a plane with normal of the Y axis should set the Y to zero.");
|
|
|
|
}
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|
|
|
|
|
|
|
TEST_CASE("[Vector2] Rounding methods") {
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|
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|
const Vector2 vector1 = Vector2(1.2, 5.6);
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|
|
|
const Vector2 vector2 = Vector2(1.2, -5.6);
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector1.abs() == vector1,
|
|
|
|
"Vector2 abs should work as expected.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector2.abs() == vector1,
|
|
|
|
"Vector2 abs should work as expected.");
|
|
|
|
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector1.ceil() == Vector2(2, 6),
|
|
|
|
"Vector2 ceil should work as expected.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector2.ceil() == Vector2(2, -5),
|
|
|
|
"Vector2 ceil should work as expected.");
|
|
|
|
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector1.floor() == Vector2(1, 5),
|
|
|
|
"Vector2 floor should work as expected.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector2.floor() == Vector2(1, -6),
|
|
|
|
"Vector2 floor should work as expected.");
|
|
|
|
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector1.round() == Vector2(1, 6),
|
|
|
|
"Vector2 round should work as expected.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector2.round() == Vector2(1, -6),
|
|
|
|
"Vector2 round should work as expected.");
|
|
|
|
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector1.sign() == Vector2(1, 1),
|
|
|
|
"Vector2 sign should work as expected.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector2.sign() == Vector2(1, -1),
|
|
|
|
"Vector2 sign should work as expected.");
|
|
|
|
}
|
|
|
|
|
|
|
|
TEST_CASE("[Vector2] Linear algebra methods") {
|
|
|
|
const Vector2 vector_x = Vector2(1, 0);
|
|
|
|
const Vector2 vector_y = Vector2(0, 1);
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector_x.cross(vector_y) == 1,
|
|
|
|
"Vector2 cross product of X and Y should give 1.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector_y.cross(vector_x) == -1,
|
|
|
|
"Vector2 cross product of Y and X should give negative 1.");
|
|
|
|
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector_x.dot(vector_y) == 0.0,
|
|
|
|
"Vector2 dot product of perpendicular vectors should be zero.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
vector_x.dot(vector_x) == 1.0,
|
|
|
|
"Vector2 dot product of identical unit vectors should be one.");
|
|
|
|
CHECK_MESSAGE(
|
|
|
|
(vector_x * 10).dot(vector_x * 10) == 100.0,
|
|
|
|
"Vector2 dot product of same direction vectors should behave as expected.");
|
|
|
|
}
|
|
|
|
} // namespace TestVector2
|
|
|
|
|
|
|
|
#endif // TEST_VECTOR2_H
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