#include #include // NOLINTBEGIN TEST(Vector, TestDefault) { Base::Vector3d vec; EXPECT_EQ(vec.x, 0.0); EXPECT_EQ(vec.y, 0.0); EXPECT_EQ(vec.z, 0.0); } TEST(Vector, TestDefault2) { Base::Vector3d vec(1.0, 2.0, 3.0); EXPECT_EQ(vec.x, 1.0); EXPECT_EQ(vec.y, 2.0); EXPECT_EQ(vec.z, 3.0); } TEST(Vector, TestCopy) { Base::Vector3d vec(1.0, 2.0, 3.0); Base::Vector3d copy(vec); EXPECT_EQ(copy.x, 1.0); EXPECT_EQ(copy.y, 2.0); EXPECT_EQ(copy.z, 3.0); } TEST(Vector, TestMove) { Base::Vector3d vec(1.0, 2.0, 3.0); Base::Vector3d copy(std::move(vec)); EXPECT_EQ(copy.x, 1.0); EXPECT_EQ(copy.y, 2.0); EXPECT_EQ(copy.z, 3.0); } TEST(Vector, TestNull) { Base::Vector3d vec(1.0, 2.0, 3.0); EXPECT_EQ(vec.IsNull(), false); EXPECT_EQ(Base::Vector3d().IsNull(), true); } TEST(Vector, TestEqual) { Base::Vector3d vec(1.0, 2.0, 3.0); EXPECT_EQ(vec.IsEqual(vec, 0), true); EXPECT_EQ(Base::Vector3d().IsEqual(vec, 0), false); } TEST(Vector, TestIndex) { Base::Vector3d vec(1.0, 2.0, 3.0); EXPECT_EQ(vec[0], 1.0); EXPECT_EQ(vec[1], 2.0); EXPECT_EQ(vec[2], 3.0); vec[0] = 4.0; EXPECT_EQ(vec[0], 4.0); } TEST(Vector, TestPlus) { Base::Vector3d vec = Base::Vector3d(1, 2, 3) + Base::Vector3d(4, 3, 1); EXPECT_EQ(vec.x, 5.0); EXPECT_EQ(vec.y, 5.0); EXPECT_EQ(vec.z, 4.0); } TEST(Vector, TestPlusAssign) { Base::Vector3d vec(1, 2, 3); vec += Base::Vector3d(4, 3, 1); EXPECT_EQ(vec.x, 5.0); EXPECT_EQ(vec.y, 5.0); EXPECT_EQ(vec.z, 4.0); } TEST(Vector, TestMinus) { Base::Vector3d vec = Base::Vector3d(1, 2, 3) - Base::Vector3d(4, 3, 1); EXPECT_EQ(vec.x, -3.0); EXPECT_EQ(vec.y, -1.0); EXPECT_EQ(vec.z, 2.0); } TEST(Vector, TestMinusAssign) { Base::Vector3d vec(1, 2, 3); vec -= Base::Vector3d(4, 3, 1); EXPECT_EQ(vec.x, -3.0); EXPECT_EQ(vec.y, -1.0); EXPECT_EQ(vec.z, 2.0); } TEST(Vector, TestNegative) { Base::Vector3d vec = -Base::Vector3d(4, 3, 1); EXPECT_EQ(vec.x, -4.0); EXPECT_EQ(vec.y, -3.0); EXPECT_EQ(vec.z, -1.0); } TEST(Vector, TestScale) { Base::Vector3d vec(1, 2, 3); vec = vec * 2.0; EXPECT_EQ(vec.x, 2.0); EXPECT_EQ(vec.y, 4.0); EXPECT_EQ(vec.z, 6.0); } TEST(Vector, TestScaleAssign) { Base::Vector3d vec(1, 2, 3); vec *= 2.0; EXPECT_EQ(vec.x, 2.0); EXPECT_EQ(vec.y, 4.0); EXPECT_EQ(vec.z, 6.0); } TEST(Vector, TestDivScale) { Base::Vector3d vec(1, 2, 3); vec = vec / 2.0; EXPECT_EQ(vec.x, 0.5); EXPECT_EQ(vec.y, 1.0); EXPECT_EQ(vec.z, 1.5); } TEST(Vector, TestDivScaleAssign) { Base::Vector3d vec(1, 2, 3); vec /= 2.0; EXPECT_EQ(vec.x, 0.5); EXPECT_EQ(vec.y, 1.0); EXPECT_EQ(vec.z, 1.5); } TEST(Vector, TestScaleXYZ) { Base::Vector3d vec(1, 2, 3); vec.Scale(1, 2, 3); EXPECT_EQ(vec.x, 1.0); EXPECT_EQ(vec.y, 4.0); EXPECT_EQ(vec.z, 9.0); } TEST(Vector, TestMoveXYZ) { Base::Vector3d vec(1, 2, 3); vec.Move(1, 2, 3); EXPECT_EQ(vec.x, 2.0); EXPECT_EQ(vec.y, 4.0); EXPECT_EQ(vec.z, 6.0); } TEST(Vector, TestCopyAssign) { Base::Vector3d vec; Base::Vector3d copy(1, 2, 3); vec = copy; EXPECT_EQ(vec.x, 1.0); EXPECT_EQ(vec.y, 2.0); EXPECT_EQ(vec.z, 3.0); } TEST(Vector, TestMoveAssign) { Base::Vector3d vec; Base::Vector3d copy(1, 2, 3); vec = std::move(copy); EXPECT_EQ(vec.x, 1.0); EXPECT_EQ(vec.y, 2.0); EXPECT_EQ(vec.z, 3.0); } TEST(Vector, TestScalar) { Base::Vector3d vec1(1, 2, 3); Base::Vector3d vec2(3, 2, 1); double dot1 = vec1 * vec2; double dot2 = vec2.Dot(vec1); EXPECT_EQ(dot1, 10.0); EXPECT_EQ(dot2, 10.0); } TEST(Vector, TestCross) { Base::Vector3d vec1(1, 2, 3); Base::Vector3d vec2(3, 2, 1); Base::Vector3d cross1 = vec1 % vec2; Base::Vector3d cross2 = vec2.Cross(vec1); EXPECT_EQ(cross1.x, -4.0); EXPECT_EQ(cross1.y, 8.0); EXPECT_EQ(cross1.z, -4.0); EXPECT_EQ(cross2.x, 4.0); EXPECT_EQ(cross2.y, -8.0); EXPECT_EQ(cross2.z, 4.0); } TEST(Vector, TestCompare) { Base::Vector3d vec1(1, 2, 3); Base::Vector3d vec2(1, 2, 1); EXPECT_EQ(vec1 == vec2, false); EXPECT_EQ(vec1 != vec2, true); } TEST(Vector, TestNormalize) { Base::Vector3d vec(1, 2, 3); vec.Normalize(); EXPECT_EQ(vec.Length(), 1.0); } TEST(Vector, TestCSTransform) { Base::Vector3d vec(1, 2, 3); vec.TransformToCoordinateSystem( Base::Vector3d(1, 1, 1), Base::Vector3d(0, 1, 0), Base::Vector3d(1, 0, 0) ); EXPECT_EQ(vec.x, 1); EXPECT_EQ(vec.y, 0); EXPECT_EQ(vec.z, -2); } TEST(Vector, TestLineSegment) { Base::Vector3d vec(1, 2, 3); EXPECT_EQ(vec.IsOnLineSegment(Base::Vector3d(), Base::Vector3d(2, 4, 6)), true); } TEST(Vector, TestDistanceLineSegment) { Base::Vector3d vec(1, 2, 3); EXPECT_EQ(vec.DistanceToLineSegment(Base::Vector3d(), Base::Vector3d(2, 4, 6)).Length(), 0.0); } TEST(Vector, TestProjectToPlane) { Base::Vector3d vec(1, 2, 3); Base::Vector3d proj; vec.ProjectToPlane(Base::Vector3d(1, 1, 1), Base::Vector3d(0, 0, 1), proj); EXPECT_EQ(proj.x, 1); EXPECT_EQ(proj.y, 2); EXPECT_EQ(proj.z, 1); } TEST(Vector, TestDistanceToPlane) { Base::Vector3d vec(1, 2, 3); double dist = vec.DistanceToPlane(Base::Vector3d(1, 1, 1), Base::Vector3d(0, 0, 1)); EXPECT_EQ(dist, 2); } TEST(Vector, TestAngle) { Base::Vector3d vec1(0, 0, 0.000001); Base::Vector3d vec2(0, 0.000001, 0); double angle = vec1.GetAngle(vec2); EXPECT_EQ(angle, Base::float_traits::pi() / 2); } TEST(Vector, TestIsNormal) { Base::Vector3d vec(1, 2, 3); EXPECT_FALSE(vec.IsNormal(Base::Vector3d(1, 1, 1), 0.0)); EXPECT_FALSE(vec.IsNormal(Base::Vector3d(1, 2, 3), 0.0)); EXPECT_TRUE(vec.IsNormal(Base::Vector3d(3, 0, -1), 0.0)); } TEST(Vector, TestIsNormalNullVector) { Base::Vector3d vec(1, 2, 3); EXPECT_FALSE(vec.IsNormal(Base::Vector3d(0, 0, 0), 0.0)); } TEST(Vector, TestIsNormalLongVectors) { Base::Vector3d vec(10000, 20000, 30000); EXPECT_TRUE(vec.IsNormal(Base::Vector3d(30000, 0, -10001), 0.02)); } TEST(Vector, TestIsNormalShortVectors) { Base::Vector3d vec(0.01, 0.02, 0.03); EXPECT_FALSE(vec.IsNormal(Base::Vector3d(0.03, 0, -0.02), 0.02)); } TEST(Vector, TestIsParallel) { Base::Vector3d vec(1, 2, 3); EXPECT_FALSE(vec.IsParallel(Base::Vector3d(1, 1, 1), 0.0)); EXPECT_TRUE(vec.IsParallel(Base::Vector3d(1, 2, 3), 0.0)); EXPECT_TRUE(vec.IsParallel(Base::Vector3d(-1, -2, -3), 0.0)); EXPECT_FALSE(vec.IsParallel(Base::Vector3d(3, 0, -1), 0.0)); } TEST(Vector, TestIsParallelNullVector) { Base::Vector3d vec(1, 2, 3); EXPECT_FALSE(vec.IsParallel(Base::Vector3d(0, 0, 0), 0.0)); } TEST(Vector, TestIsParallelLongVectors) { Base::Vector3d vec(10000, 20000, 30000); EXPECT_TRUE(vec.IsParallel(Base::Vector3d(10000, 20000, 30001), 0.02)); } TEST(Vector, TestIsParallelShortVectors) { Base::Vector3d vec(0.01, 0.02, 0.03); EXPECT_FALSE(vec.IsParallel(Base::Vector3d(0.01, 0.02, 0.04), 0.02)); } TEST(Vector, TestAngleOriented) { Base::Vector3d vec1(0.000001, 0, 0); Base::Vector3d vec2(0, 0.000001, 0); Base::Vector3d norm(0, 0, 0.000001); double angle = vec1.GetAngleOriented(vec2, norm); EXPECT_EQ(angle, Base::float_traits::pi() * 0.5); angle = vec2.GetAngleOriented(vec1, norm); EXPECT_EQ(angle, Base::float_traits::pi() * 1.5); } // NOLINTEND