godot/tests/core/math/test_vector4i.h

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/*************************************************************************/
/* test_vector4i.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_VECTOR4I_H
#define TEST_VECTOR4I_H
#include "core/math/vector4i.h"
#include "tests/test_macros.h"
namespace TestVector4i {
TEST_CASE("[Vector4i] Constructor methods") {
const Vector4i vector_empty = Vector4i();
const Vector4i vector_zero = Vector4i(0, 0, 0, 0);
CHECK_MESSAGE(
vector_empty == vector_zero,
"Vector4i Constructor with no inputs should return a zero Vector4i.");
}
TEST_CASE("[Vector4i] Axis methods") {
Vector4i vector = Vector4i(1, 2, 3, 4);
CHECK_MESSAGE(
vector.max_axis_index() == Vector4i::Axis::AXIS_W,
"Vector4i max_axis_index should work as expected.");
CHECK_MESSAGE(
vector.min_axis_index() == Vector4i::Axis::AXIS_X,
"Vector4i min_axis_index should work as expected.");
CHECK_MESSAGE(
vector.get_axis(vector.max_axis_index()) == 4,
"Vector4i get_axis should work as expected.");
CHECK_MESSAGE(
vector[vector.min_axis_index()] == 1,
"Vector4i array operator should work as expected.");
vector.set_axis(Vector4i::Axis::AXIS_Y, 5);
CHECK_MESSAGE(
vector.get_axis(Vector4i::Axis::AXIS_Y) == 5,
"Vector4i set_axis should work as expected.");
vector[Vector4i::Axis::AXIS_Y] = 5;
CHECK_MESSAGE(
vector[Vector4i::Axis::AXIS_Y] == 5,
"Vector4i array operator setter should work as expected.");
}
TEST_CASE("[Vector4i] Clamp method") {
const Vector4i vector = Vector4i(10, 10, 10, 10);
CHECK_MESSAGE(
Vector4i(-5, 5, 15, INT_MAX).clamp(Vector4i(), vector) == Vector4i(0, 5, 10, 10),
"Vector4i clamp should work as expected.");
CHECK_MESSAGE(
vector.clamp(Vector4i(0, 10, 15, -10), Vector4i(5, 10, 20, -5)) == Vector4i(5, 10, 15, -5),
"Vector4i clamp should work as expected.");
}
TEST_CASE("[Vector4i] Length methods") {
const Vector4i vector1 = Vector4i(10, 10, 10, 10);
const Vector4i vector2 = Vector4i(20, 30, 40, 50);
CHECK_MESSAGE(
vector1.length_squared() == 400,
"Vector4i length_squared should work as expected and return exact result.");
CHECK_MESSAGE(
Math::is_equal_approx(vector1.length(), 20),
"Vector4i length should work as expected.");
CHECK_MESSAGE(
vector2.length_squared() == 5400,
"Vector4i length_squared should work as expected and return exact result.");
CHECK_MESSAGE(
Math::is_equal_approx(vector2.length(), 73.4846922835),
"Vector4i length should work as expected.");
}
TEST_CASE("[Vector4i] Operators") {
const Vector4i vector1 = Vector4i(4, 5, 9, 2);
const Vector4i vector2 = Vector4i(1, 2, 3, 4);
CHECK_MESSAGE(
-vector1 == Vector4i(-4, -5, -9, -2),
"Vector4i change of sign should work as expected.");
CHECK_MESSAGE(
(vector1 + vector2) == Vector4i(5, 7, 12, 6),
"Vector4i addition with integers should give exact results.");
CHECK_MESSAGE(
(vector1 - vector2) == Vector4i(3, 3, 6, -2),
"Vector4i subtraction with integers should give exact results.");
CHECK_MESSAGE(
(vector1 * vector2) == Vector4i(4, 10, 27, 8),
"Vector4i multiplication with integers should give exact results.");
CHECK_MESSAGE(
(vector1 / vector2) == Vector4i(4, 2, 3, 0),
"Vector4i division with integers should give exact results.");
CHECK_MESSAGE(
(vector1 * 2) == Vector4i(8, 10, 18, 4),
"Vector4i multiplication with integers should give exact results.");
CHECK_MESSAGE(
(vector1 / 2) == Vector4i(2, 2, 4, 1),
"Vector4i division with integers should give exact results.");
CHECK_MESSAGE(
((Vector4)vector1) == Vector4(4, 5, 9, 2),
"Vector4i cast to Vector4 should work as expected.");
CHECK_MESSAGE(
((Vector4)vector2) == Vector4(1, 2, 3, 4),
"Vector4i cast to Vector4 should work as expected.");
CHECK_MESSAGE(
Vector4i(Vector4(1.1, 2.9, 3.9, 100.5)) == Vector4i(1, 2, 3, 100),
"Vector4i constructed from Vector4 should work as expected.");
}
TEST_CASE("[Vector4i] Abs and sign methods") {
const Vector4i vector1 = Vector4i(1, 3, 5, 7);
const Vector4i vector2 = Vector4i(1, -3, -5, 7);
CHECK_MESSAGE(
vector1.abs() == vector1,
"Vector4i abs should work as expected.");
CHECK_MESSAGE(
vector2.abs() == vector1,
"Vector4i abs should work as expected.");
CHECK_MESSAGE(
vector1.sign() == Vector4i(1, 1, 1, 1),
"Vector4i sign should work as expected.");
CHECK_MESSAGE(
vector2.sign() == Vector4i(1, -1, -1, 1),
"Vector4i sign should work as expected.");
}
} // namespace TestVector4i
#endif // TEST_VECTOR4I_H