#include #include #include #include // NOLINTBEGIN(cppcoreguidelines-*,readability-magic-numbers) // clang-format off TEST(Matrix, TestShearing) { Base::Matrix4D mat; mat.setRow(1, Base::Vector3d(0, 1, 1)); EXPECT_EQ(mat.hasScale(), Base::ScaleType::Other); } TEST(Matrix, TestMultLeftRight) { Base::Matrix4D mat1; mat1.rotX(1.0); Base::Matrix4D mat2; mat2.scale(1.0, 2.0, 3.0); EXPECT_EQ((mat1 * mat2).hasScale(), Base::ScaleType::NonUniformRight); EXPECT_EQ((mat2 * mat1).hasScale(), Base::ScaleType::NonUniformLeft); } TEST(Matrix, TestNoScale) { Base::Matrix4D mat; mat.rotX(1.0); mat.scale(1.0); EXPECT_EQ(mat.hasScale(), Base::ScaleType::NoScaling); } TEST(Matrix, TestUniformScalePlusTwo) { Base::Matrix4D mat; mat.rotX(1.0); mat.scale(2.0); EXPECT_EQ(mat.hasScale(), Base::ScaleType::Uniform); } TEST(Matrix, TestUniformScaleRight) { Base::Matrix4D mat; mat.rotX(1.0); Base::Matrix4D scale; scale.scale(2.0); mat = mat * scale; EXPECT_EQ(mat.hasScale(), Base::ScaleType::Uniform); } TEST(Matrix, TestNonUniformScaleRight) { Base::Matrix4D mat; mat.rotX(1.0); Base::Matrix4D scale; scale.scale(2.0, 1.0, 2.0); mat = mat * scale; EXPECT_EQ(mat.hasScale(), Base::ScaleType::NonUniformRight); } TEST(Matrix, TestUniformScaleMinusOne) { Base::Matrix4D mat; mat.scale(-1.0); EXPECT_EQ(mat.hasScale(), Base::ScaleType::Uniform); } TEST(Matrix, TestUniformScaleMinusTwo) { Base::Matrix4D mat; mat.scale(-2.0); EXPECT_EQ(mat.hasScale(), Base::ScaleType::Uniform); } TEST(Matrix, TestNonUniformScaleLeftOne) { Base::Matrix4D mat; mat.rotX(1.0); mat.scale(1.0, -1.0, 1.0); // A scale(1,-1,1) is like scale(-1,-1,-1) * rotation EXPECT_EQ(mat.hasScale(), Base::ScaleType::Uniform); } TEST(Matrix, TestNonUniformScaleLeftTwo) { Base::Matrix4D mat; mat.rotX(1.0); mat.scale(2.0, -2.0, 2.0); EXPECT_EQ(mat.hasScale(), Base::ScaleType::Uniform); } TEST(Matrix, TestDiagonal) { Base::Matrix4D mat; mat.scale(2.0, 2.0, 2.0); Base::Vector3d diag = mat.diagonal(); EXPECT_EQ(diag.x + diag.y + diag.z, 6.0); } TEST(Matrix, TestColRow) { Base::Matrix4D mat; EXPECT_EQ(mat.getCol(0), Base::Vector3d(1, 0, 0)); EXPECT_EQ(mat.getCol(1), Base::Vector3d(0, 1, 0)); EXPECT_EQ(mat.getCol(2), Base::Vector3d(0, 0, 1)); EXPECT_EQ(mat.getRow(0), Base::Vector3d(1, 0, 0)); EXPECT_EQ(mat.getRow(1), Base::Vector3d(0, 1, 0)); EXPECT_EQ(mat.getRow(2), Base::Vector3d(0, 0, 1)); } TEST(Matrix, TestColRowMisc) { Base::Matrix4D mat{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 2.0, 2.0, 3.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat.getCol(0), Base::Vector3d(1.0, 3.0, 2.0)); EXPECT_EQ(mat.getCol(1), Base::Vector3d(2.0, 1.0, 3.0)); EXPECT_EQ(mat.getCol(2), Base::Vector3d(3.0, 2.0, 1.0)); EXPECT_EQ(mat.getRow(0), Base::Vector3d(1.0, 2.0, 3.0)); EXPECT_EQ(mat.getRow(1), Base::Vector3d(3.0, 1.0, 2.0)); EXPECT_EQ(mat.getRow(2), Base::Vector3d(2.0, 3.0, 1.0)); } TEST(Matrix, TestUnity) { Base::Matrix4D mat; EXPECT_EQ(mat.isUnity(), true); mat.nullify(); EXPECT_EQ(mat.isUnity(), false); mat.setToUnity(); EXPECT_EQ(mat.isUnity(), true); } TEST(Matrix, TestNull) { Base::Matrix4D mat; EXPECT_EQ(mat.isNull(), false); mat.nullify(); EXPECT_EQ(mat.isNull(), true); } TEST(Matrix, TestMultVec) { Base::Matrix4D mat{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Vector3d vec1{1,1,3}; vec1 = mat * vec1; EXPECT_EQ(vec1, Base::Vector3d(12.0, 9.0, 12.0)); Base::Vector3d vec2 {1, 1, 1}; mat.multVec(vec2, vec2); EXPECT_EQ(vec2, Base::Vector3d(6.0, 7.0, 8.0)); Base::Vector3f vec3{1.0F,1.0F,3.0F}; vec3 = mat * vec3; EXPECT_EQ(vec3, Base::Vector3f(12.0F, 9.0F, 12.0F)); Base::Vector3f vec4 {1.0F, 1.0F, 1.0F}; mat.multVec(vec4, vec4); EXPECT_EQ(vec4, Base::Vector3f(6.0F, 7.0F, 8.0F)); Base::Vector3f vec5 {1.0F, 1.0F, 1.0F}; vec5 *= mat; EXPECT_EQ(vec5, Base::Vector3f(6.0F, 7.0F, 8.0F)); } TEST(Matrix, TestMult) { Base::Matrix4D mat1{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 1.0, 2.0, 3.0, 1.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat3 = mat1 * mat2; Base::Matrix4D mat4{13.0, 13.0, 10.0, 8.0, 13.0, 10.0, 13.0, 6.0, 10.0, 13.0, 13.0, 7.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat3, mat4); EXPECT_NE(mat3, Base::Matrix4D()); } TEST(Matrix, TestMultAssign) { Base::Matrix4D mat1{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 1.0, 2.0, 3.0, 1.0, 2.0, 0.0, 0.0, 0.0, 1.0}; mat1 *= mat2; Base::Matrix4D mat4{13.0, 13.0, 10.0, 8.0, 13.0, 10.0, 13.0, 6.0, 10.0, 13.0, 13.0, 7.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat1, mat4); } TEST(Matrix, TestAdd) { Base::Matrix4D mat1{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 1.0, 2.0, 3.0, 1.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat3 = mat1 + mat2; Base::Matrix4D mat4{2.0, 4.0, 6.0, 0.0, 5.0, 4.0, 3.0, 2.0, 5.0, 4.0, 3.0, 4.0, 0.0, 0.0, 0.0, 2.0}; EXPECT_EQ(mat3, mat4); } TEST(Matrix, TestAddAssign) { Base::Matrix4D mat1{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 1.0, 2.0, 3.0, 1.0, 2.0, 0.0, 0.0, 0.0, 1.0}; mat1 += mat2; Base::Matrix4D mat4{2.0, 4.0, 6.0, 0.0, 5.0, 4.0, 3.0, 2.0, 5.0, 4.0, 3.0, 4.0, 0.0, 0.0, 0.0, 2.0}; EXPECT_EQ(mat1, mat4); } TEST(Matrix, TestSub) { Base::Matrix4D mat1{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 1.0, 2.0, 3.0, 1.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat3 = mat1 - mat2; Base::Matrix4D mat4{0.0, 0.0, 0.0, 0.0, -1.0, 2.0, -1.0, 0.0, 1.0, -2.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0}; EXPECT_EQ(mat3, mat4); } TEST(Matrix, TestSubAssign) { Base::Matrix4D mat1{1.0, 2.0, 3.0, 0.0, 2.0, 3.0, 1.0, 1.0, 3.0, 1.0, 2.0, 2.0, 0.0, 0.0, 0.0, 1.0}; Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 3.0, 1.0, 2.0, 1.0, 2.0, 3.0, 1.0, 2.0, 0.0, 0.0, 0.0, 1.0}; mat1 -= mat2; Base::Matrix4D mat4{0.0, 0.0, 0.0, 0.0, -1.0, 2.0, -1.0, 0.0, 1.0, -2.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0}; EXPECT_EQ(mat1, mat4); } TEST(Matrix, TestHatOperator) { Base::Vector3d vec{1.0, 2.0, 3.0}; Base::Matrix4D mat1; mat1.Hat(vec); Base::Matrix4D mat2{0.0, -vec.z, vec.y, 0.0, vec.z, 0.0, -vec.x, 0.0, -vec.y, vec.x, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat1, mat2); } TEST(Matrix, TestHatOperatorFloat) { Base::Vector3f vec{1.0, 2.0, 3.0}; Base::Matrix4D mat1; mat1.Hat(vec); Base::Matrix4D mat2{0.0F, -vec.z, vec.y, 0.0F, vec.z, 0.0F, -vec.x, 0.0F, -vec.y, vec.x, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F}; EXPECT_EQ(mat1, mat2); } TEST(Matrix, TestDyadic) { Base::Vector3d vec{1.0, 2.0, 3.0}; Base::Matrix4D mat1; mat1.Outer(vec, vec); Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 2.0, 4.0, 6.0, 0.0, 3.0, 6.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat1, mat2); } TEST(Matrix, TestDyadicFloat) { Base::Vector3f vec{1.0F, 2.0F, 3.0F}; Base::Matrix4D mat1; mat1.Outer(vec, vec); Base::Matrix4D mat2{1.0, 2.0, 3.0, 0.0, 2.0, 4.0, 6.0, 0.0, 3.0, 6.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat1, mat2); } TEST(Matrix, TestDecomposeScale) { Base::Matrix4D mat; mat.scale(1.0, 2.0, 3.0); auto res = mat.decompose(); EXPECT_TRUE(res[0].isUnity()); EXPECT_EQ(res[1], mat); EXPECT_TRUE(res[2].isUnity()); EXPECT_TRUE(res[3].isUnity()); } TEST(Matrix, TestDecomposeRotation) { Base::Matrix4D mat; mat.rotX(1.0); mat.rotY(1.0); mat.rotZ(1.0); auto res = mat.decompose(); EXPECT_TRUE(res[0].isUnity(1e-12)); EXPECT_TRUE(res[1].isUnity(1e-12)); EXPECT_EQ(res[2], mat); EXPECT_TRUE(res[3].isUnity(1e-12)); } TEST(Matrix, TestDecomposeMove) { Base::Matrix4D mat; mat.move(1.0, 2.0, 3.0); auto res = mat.decompose(); EXPECT_TRUE(res[0].isUnity()); EXPECT_TRUE(res[1].isUnity()); EXPECT_TRUE(res[2].isUnity()); EXPECT_EQ(res[3], mat); } TEST(Matrix, TestDecomposeMoveFloat) { Base::Matrix4D mat; mat.move(Base::Vector3f(1.0F, 2.0F, 3.0F)); auto res = mat.decompose(); EXPECT_TRUE(res[0].isUnity()); EXPECT_TRUE(res[1].isUnity()); EXPECT_TRUE(res[2].isUnity()); EXPECT_EQ(res[3], mat); } TEST(Matrix, TestDecompose) { Base::Matrix4D mat; mat[0][0] = 1.0; mat[0][3] = 1.0; mat[1][3] = 2.0; mat[2][3] = 3.0; auto res = mat.decompose(); Base::Matrix4D mul = res[3] * res[2] * res[1] * res[0]; EXPECT_EQ(mul, mat); // shearing EXPECT_DOUBLE_EQ(res[0].determinant3(), 1.0); // rotation EXPECT_DOUBLE_EQ(res[2].determinant3(), 1.0); // translation EXPECT_DOUBLE_EQ(res[2].determinant3(), 1.0); } TEST(Matrix, TestRotLine) { Base::Vector3d axis{1.0, 2.0, 3.0}; double angle = 1.2345; Base::Matrix4D mat1; Base::Matrix4D mat2; mat1.rotLine(axis, angle); Base::Rotation rot(axis, angle); rot.getValue(mat2); EXPECT_EQ(mat1, mat2); } TEST(Matrix, TestRotAxisFormula) //NOLINT { // R = I + sin(alpha)*P + (1-cos(alpha))*P^2 // with P = hat operator of a vector Base::Vector3d axis{1.0, 2.0, 3.0}; double angle = 1.2345; Base::Matrix4D mat1; Base::Matrix4D mat2; mat1.rotLine(axis, angle); double fsin = std::sin(angle); double fcos = std::cos(angle); Base::Matrix4D unit; Base::Matrix4D hat; Base::Matrix4D hat2; axis.Normalize(); hat.Hat(axis); hat2 = hat * hat; mat2 = unit + hat * fsin + hat2 * (1 - fcos); EXPECT_DOUBLE_EQ(mat1[0][0], mat2[0][0]); EXPECT_DOUBLE_EQ(mat1[0][1], mat2[0][1]); EXPECT_DOUBLE_EQ(mat1[0][2], mat2[0][2]); EXPECT_DOUBLE_EQ(mat1[1][0], mat2[1][0]); EXPECT_DOUBLE_EQ(mat1[1][1], mat2[1][1]); EXPECT_DOUBLE_EQ(mat1[1][2], mat2[1][2]); EXPECT_DOUBLE_EQ(mat1[2][0], mat2[2][0]); EXPECT_DOUBLE_EQ(mat1[2][1], mat2[2][1]); EXPECT_DOUBLE_EQ(mat1[2][2], mat2[2][2]); } TEST(Matrix, TestTransform) { Base::Matrix4D mat; mat.rotZ(Base::toRadians(90.0)); Base::Matrix4D unity; unity.transform(Base::Vector3d(10.0, 0.0, 0.0), mat); Base::Matrix4D mov{0.0, -1.0, 0.0, 10.0, 1.0, 0.0, 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(unity, mov); } TEST(Matrix, TestTransformFloat) { Base::Matrix4D mat; mat.rotZ(Base::toRadians(90.0)); Base::Matrix4D mat2; mat2.transform(Base::Vector3f(10.0F, 0.0F, 0.0F), mat); Base::Matrix4D mov{0.0, -1.0, 0.0, 10.0, 1.0, 0.0, 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat2, mov); } TEST(Matrix, TestInverseOrthogonal) { Base::Matrix4D mat; mat.rotZ(Base::toRadians(90.0)); Base::Matrix4D mat2; mat2.transform(Base::Vector3d(10.0, 0.0, 0.0), mat); mat2.inverseOrthogonal(); Base::Matrix4D mov{0.0, 1.0, 0.0, 10.0, -1.0, 0.0, 0.0, 10.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0}; EXPECT_EQ(mat2, mov); } TEST(Matrix, TestTranspose) { Base::Matrix4D mat{1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0}; Base::Matrix4D trp{1.0, 5.0, 9.0, 4.0, 2.0, 6.0, 1.0, 5.0, 3.0, 7.0, 2.0, 6.0, 4.0, 8.0, 3.0, 7.0}; mat.transpose(); EXPECT_EQ(mat, trp); } TEST(Matrix, TestTrace) { Base::Matrix4D mat{1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0}; EXPECT_DOUBLE_EQ(mat.trace(), 16.0); EXPECT_DOUBLE_EQ(mat.trace3(), 9.0); } TEST(Matrix, TestSetAndGetMatrix) { Base::Matrix4D mat{1.0, 2.0, 3.0, 0.0, 2.0, 4.0, 6.0, 0.0, 3.0, 6.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0}; std::array values; mat.getMatrix(values.data()); Base::Matrix4D inp; inp.setMatrix(values.data()); EXPECT_EQ(mat, inp); } TEST(Matrix, TestSetAndGetGLMatrix) { Base::Matrix4D mat{1.0, 2.0, 3.0, 0.0, 2.0, 4.0, 6.0, 0.0, 3.0, 6.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0}; std::array values; mat.getGLMatrix(values.data()); Base::Matrix4D inp; inp.setGLMatrix(values.data()); EXPECT_EQ(mat, inp); } TEST(Matrix, TestToAndFromString) { Base::Matrix4D mat{1.0, 2.0, 3.0, 0.0, 2.0, 4.0, 6.0, 0.0, 3.0, 6.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0}; std::string str = mat.toString(); Base::Matrix4D inp; inp.fromString(str); EXPECT_EQ(mat, inp); } // clang-format on // NOLINTEND(cppcoreguidelines-*,readability-magic-numbers)