mirror of
https://github.com/minetest/irrlicht.git
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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
466 lines
15 KiB
C++
466 lines
15 KiB
C++
// Copyright (C) 2008-2012 Colin MacDonald
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// No rights reserved: this software is in the public domain.
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#include "testUtils.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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namespace
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{
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// Basic tests for identity matrix
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bool identity(void)
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{
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bool result = true;
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matrix4 m;
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// Check default init
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result &= (m==core::IdentityMatrix);
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result &= (core::IdentityMatrix==m);
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assert_log(result);
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// Since the last test can be made with isDefinitelyIdentityMatrix we set it to false here
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m.setDefinitelyIdentityMatrix(false);
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result &= (m==core::IdentityMatrix);
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result &= (core::IdentityMatrix==m);
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assert_log(result);
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// also equals should see this
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result &= m.equals(core::IdentityMatrix);
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result &= core::IdentityMatrix.equals(m);
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assert_log(result);
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// Check inequality
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m[12]=5.f;
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result &= (m!=core::IdentityMatrix);
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result &= (core::IdentityMatrix!=m);
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result &= !m.equals(core::IdentityMatrix);
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result &= !core::IdentityMatrix.equals(m);
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assert_log(result);
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// Test multiplication
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result &= (m==(core::IdentityMatrix*m));
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result &= m.equals(core::IdentityMatrix*m);
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result &= (m==(m*core::IdentityMatrix));
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result &= m.equals(m*core::IdentityMatrix);
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assert_log(result);
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return result;
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}
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// Test rotations
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bool transformations(void)
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{
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bool result = true;
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matrix4 m, s;
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m.setRotationDegrees(core::vector3df(30,40,50));
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s.setScale(core::vector3df(2,3,4));
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m *= s;
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m.setTranslation(core::vector3df(5,6,7));
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result &= (core::vector3df(5,6,7).equals(m.getTranslation()));
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assert_log(result);
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result &= (core::vector3df(2,3,4).equals(m.getScale()));
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assert_log(result);
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core::vector3df newRotation = m.getRotationDegrees();
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result &= (core::vector3df(30,40,50).equals(newRotation, 0.000004f));
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assert_log(result);
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m.setRotationDegrees(vector3df(90.0001f, 270.85f, 180.0f));
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s.setRotationDegrees(vector3df(0,0, 0.860866f));
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m *= s;
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newRotation = m.getRotationDegrees();
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result &= (core::vector3df(0,270,270).equals(newRotation, 0.0001f));
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assert_log(result);
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m.setRotationDegrees(vector3df(270.0f, 89.8264f, 0.000100879f));
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s.setRotationDegrees(vector3df(0,0, 0.189398f));
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m *= s;
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newRotation = m.getRotationDegrees();
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result &= (core::vector3df(0,90,90).equals(newRotation, 0.0001f));
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assert_log(result);
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m.setRotationDegrees(vector3df(270.0f, 89.0602f, 359.999f));
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s.setRotationDegrees(vector3df(0,0, 0.949104f));
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m *= s;
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newRotation = m.getRotationDegrees();
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result &= (core::vector3df(0,90,89.999f).equals(newRotation));
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assert_log(result);
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return result;
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}
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// Test rotations
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bool rotations(void)
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{
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bool result = true;
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matrix4 rot1,rot2,rot3,rot4,rot5;
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core::vector3df vec1(1,2,3),vec12(1,2,3);
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core::vector3df vec2(-5,0,0),vec22(-5,0,0);
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core::vector3df vec3(20,0,-20), vec32(20,0,-20);
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// Make sure the matrix multiplication and rotation application give same results
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rot1.setRotationDegrees(core::vector3df(90,0,0));
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rot2.setRotationDegrees(core::vector3df(0,90,0));
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rot3.setRotationDegrees(core::vector3df(0,0,90));
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rot4.setRotationDegrees(core::vector3df(90,90,90));
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rot5 = rot3*rot2*rot1;
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result &= (rot4.equals(rot5, ROUNDING_ERROR_f32));
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assert_log(result);
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rot4.transformVect(vec1);rot5.transformVect(vec12);
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rot4.transformVect(vec2);rot5.transformVect(vec22);
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rot4.transformVect(vec3);rot5.transformVect(vec32);
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result &= (vec1.equals(vec12));
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result &= (vec2.equals(vec22));
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result &= (vec3.equals(vec32));
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assert_log(result);
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vec1.set(1,2,3);vec12.set(1,2,3);
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vec2.set(-5,0,0);vec22.set(-5,0,0);
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vec3.set(20,0,-20);vec32.set(20,0,-20);
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rot1.setRotationDegrees(core::vector3df(45,0,0));
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rot2.setRotationDegrees(core::vector3df(0,45,0));
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rot3.setRotationDegrees(core::vector3df(0,0,45));
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rot4.setRotationDegrees(core::vector3df(45,45,45));
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rot5 = rot3*rot2*rot1;
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result &= (rot4.equals(rot5, ROUNDING_ERROR_f32));
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assert_log(result);
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rot4.transformVect(vec1);rot5.transformVect(vec12);
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rot4.transformVect(vec2);rot5.transformVect(vec22);
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rot4.transformVect(vec3);rot5.transformVect(vec32);
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result &= (vec1.equals(vec12));
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result &= (vec2.equals(vec22));
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result &= (vec3.equals(vec32, 2*ROUNDING_ERROR_f32));
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assert_log(result);
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vec1.set(1,2,3);vec12.set(1,2,3);
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vec2.set(-5,0,0);vec22.set(-5,0,0);
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vec3.set(20,0,-20);vec32.set(20,0,-20);
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rot1.setRotationDegrees(core::vector3df(-60,0,0));
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rot2.setRotationDegrees(core::vector3df(0,-60,0));
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rot3.setRotationDegrees(core::vector3df(0,0,-60));
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rot4.setRotationDegrees(core::vector3df(-60,-60,-60));
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rot5 = rot3*rot2*rot1;
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result &= (rot4.equals(rot5, ROUNDING_ERROR_f32));
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assert_log(result);
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rot4.transformVect(vec1);rot5.transformVect(vec12);
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rot4.transformVect(vec2);rot5.transformVect(vec22);
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rot4.transformVect(vec3);rot5.transformVect(vec32);
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result &= (vec1.equals(vec12));
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result &= (vec2.equals(vec22));
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// this one needs higher tolerance due to rounding issues
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result &= (vec3.equals(vec32, 0.000002f));
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assert_log(result);
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vec1.set(1,2,3);vec12.set(1,2,3);
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vec2.set(-5,0,0);vec22.set(-5,0,0);
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vec3.set(20,0,-20);vec32.set(20,0,-20);
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rot1.setRotationDegrees(core::vector3df(113,0,0));
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rot2.setRotationDegrees(core::vector3df(0,-27,0));
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rot3.setRotationDegrees(core::vector3df(0,0,193));
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rot4.setRotationDegrees(core::vector3df(113,-27,193));
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rot5 = rot3*rot2*rot1;
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result &= (rot4.equals(rot5, ROUNDING_ERROR_f32));
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assert_log(result);
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rot4.transformVect(vec1);rot5.transformVect(vec12);
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rot4.transformVect(vec2);rot5.transformVect(vec22);
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rot4.transformVect(vec3);rot5.transformVect(vec32);
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// these ones need higher tolerance due to rounding issues
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result &= (vec1.equals(vec12, 0.000002f));
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assert_log(result);
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result &= (vec2.equals(vec22));
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assert_log(result);
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result &= (vec3.equals(vec32, 0.000002f));
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assert_log(result);
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rot1.setRotationDegrees(core::vector3df(0,0,34));
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rot2.setRotationDegrees(core::vector3df(0,43,0));
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vec1=(rot2*rot1).getRotationDegrees();
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result &= (vec1.equals(core::vector3df(27.5400505f, 34.4302292f, 42.6845398f), 0.000002f));
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assert_log(result);
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// corner cases
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rot1.setRotationDegrees(irr::core::vector3df(180.0f, 0.f, 0.f));
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vec1=rot1.getRotationDegrees();
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result &= (vec1.equals(core::vector3df(180.0f, 0.f, 0.f), 0.000002f));
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assert_log(result);
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rot1.setRotationDegrees(irr::core::vector3df(0.f, 180.0f, 0.f));
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vec1=rot1.getRotationDegrees();
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result &= (vec1.equals(core::vector3df(180.0f, 360, 180.0f), 0.000002f));
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assert_log(result);
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rot1.setRotationDegrees(irr::core::vector3df(0.f, 0.f, 180.0f));
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vec1=rot1.getRotationDegrees();
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result &= (vec1.equals(core::vector3df(0.f, 0.f, 180.0f), 0.000002f));
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assert_log(result);
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rot1.makeIdentity();
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rot1.setRotationDegrees(core::vector3df(270.f,0,0));
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rot2.makeIdentity();
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rot2.setRotationDegrees(core::vector3df(-90.f,0,0));
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vec1=(rot1*rot2).getRotationDegrees();
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result &= (vec1.equals(core::vector3df(180.f, 0.f, 0.0f)));
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assert_log(result);
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return result;
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}
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// Test isOrthogonal
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bool isOrthogonal(void)
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{
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matrix4 rotationMatrix;
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if (!rotationMatrix.isOrthogonal())
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{
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logTestString("irr::core::matrix4::isOrthogonal() failed with Identity.\n");
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return false;
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}
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rotationMatrix.setRotationDegrees(vector3df(90, 0, 0));
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if (!rotationMatrix.isOrthogonal())
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{
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logTestString("irr::core::matrix4::isOrthogonal() failed with rotation.\n");
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return false;
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}
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matrix4 translationMatrix;
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translationMatrix.setTranslation(vector3df(0, 3, 0));
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if (translationMatrix.isOrthogonal())
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{
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logTestString("irr::core::matrix4::isOrthogonal() failed with translation.\n");
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return false;
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}
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matrix4 scaleMatrix;
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scaleMatrix.setScale(vector3df(1, 2, 3));
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if (!scaleMatrix.isOrthogonal())
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{
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logTestString("irr::core::matrix4::isOrthogonal() failed with scale.\n");
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return false;
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}
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return true;
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}
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bool checkMatrixRotation(irr::core::matrix4& m, const vector3df& vector, const vector3df& expectedResult)
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{
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vector3df v(vector);
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m.rotateVect(v);
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if ( expectedResult.equals(v) )
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return true;
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logTestString("checkMatrixRotation failed for vector %f %f %f. Expected %f %f %f, got %f %f %f \n"
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, vector.X, vector.Y, vector.Z, expectedResult.X, expectedResult.Y, expectedResult.Z, v.X, v.Y, v.Z);
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logTestString("matrix: ");
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for ( int i=0; i<16; ++i )
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logTestString("%.2f ", m[i]);
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logTestString("\n");
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return false;
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}
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bool setRotationAxis()
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{
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matrix4 m;
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vector3df v;
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// y up, x right, z depth (as usual)
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// y rotated around x-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(1,0,0)), vector3df(0,1,0), vector3df(0, 0, 1)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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if ( !checkMatrixRotation( m.setRotationAxisRadians(180.f*DEGTORAD, vector3df(1,0,0)), vector3df(0,1,0), vector3df(0, -1, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// y rotated around negative x-axis
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m.makeIdentity();
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(-1,0,0)), vector3df(0,1,0), vector3df(0, 0, -1)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// x rotated around x-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(1,0,0)), vector3df(1,0,0), vector3df(1, 0, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// x rotated around y-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,1,0)), vector3df(1,0,0), vector3df(0, 0, -1)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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if ( !checkMatrixRotation( m.setRotationAxisRadians(180.f*DEGTORAD, vector3df(0,1,0)), vector3df(1,0,0), vector3df(-1, 0, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// x rotated around negative y-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,-1,0)), vector3df(1,0,0), vector3df(0, 0, 1)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// y rotated around y-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,1,0)), vector3df(0,1,0), vector3df(0, 1, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// x rotated around z-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,0,1)), vector3df(1,0,0), vector3df(0, 1, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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if ( !checkMatrixRotation( m.setRotationAxisRadians(180.f*DEGTORAD, vector3df(0,0,1)), vector3df(1,0,0), vector3df(-1, 0, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// x rotated around negative z-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,0,-1)), vector3df(1,0,0), vector3df(0, -1, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// y rotated around z-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,0,1)), vector3df(0,1,0), vector3df(-1, 0, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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if ( !checkMatrixRotation( m.setRotationAxisRadians(180.f*DEGTORAD, vector3df(0,0,1)), vector3df(0,1,0), vector3df(0, -1, 0)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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// z rotated around z-axis
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if ( !checkMatrixRotation( m.setRotationAxisRadians(90.f*DEGTORAD, vector3df(0,0,1)), vector3df(0,0,1), vector3df(0, 0, 1)) )
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{
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logTestString("%s:%d", __FILE__, __LINE__);
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return false;
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}
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return true;
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}
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// just calling each function once to find compile problems
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void calltest()
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{
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matrix4 mat;
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matrix4 mat2(mat);
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f32& f1 = mat(0,0);
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const f32& f2 = mat(0,0);
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f32& f3 = mat[0];
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const f32& f4 = mat[0];
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mat = mat;
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mat = 1.f;
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const f32 * pf1 = mat.pointer();
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f32 * pf2 = mat.pointer();
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bool b = mat == mat2;
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b = mat != mat2;
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mat = mat + mat2;
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mat += mat2;
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mat = mat - mat2;
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mat -= mat2;
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mat.setbyproduct(mat, mat2);
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mat.setbyproduct_nocheck(mat, mat2);
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mat = mat * mat2;
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mat *= mat2;
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mat = mat * 10.f;
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mat *= 10.f;
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mat.makeIdentity();
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b = mat.isIdentity();
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b = mat.isOrthogonal();
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b = mat.isIdentity_integer_base ();
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mat.setTranslation(vector3df(1.f, 1.f, 1.f) );
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vector3df v1 = mat.getTranslation();
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mat.setInverseTranslation(vector3df(1.f, 1.f, 1.f) );
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mat.setRotationRadians(vector3df(1.f, 1.f, 1.f) );
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mat.setRotationDegrees(vector3df(1.f, 1.f, 1.f) );
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vector3df v2 = mat.getRotationDegrees();
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mat.setInverseRotationRadians(vector3df(1.f, 1.f, 1.f) );
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mat.setInverseRotationDegrees(vector3df(1.f, 1.f, 1.f) );
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mat.setRotationAxisRadians(1.f, vector3df(1.f, 1.f, 1.f) );
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mat.setScale(vector3df(1.f, 1.f, 1.f) );
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mat.setScale(1.f);
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vector3df v3 = mat.getScale();
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mat.inverseTranslateVect(v1);
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mat.inverseRotateVect(v1);
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mat.rotateVect(v1);
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mat.rotateVect(v1, v2);
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f32 fv3[3];
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mat.rotateVect(fv3, v1);
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mat.transformVect(v1);
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mat.transformVect(v1, v1);
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f32 fv4[4];
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mat.transformVect(fv4, v1);
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mat.transformVec3(fv3, fv3);
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mat.translateVect(v1);
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plane3df p1;
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mat.transformPlane(p1);
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mat.transformPlane(p1, p1);
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aabbox3df bb1;
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mat.transformBox(bb1);
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mat.transformBoxEx(bb1);
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mat.multiplyWith1x4Matrix(fv4);
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mat.makeInverse();
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b = mat.getInversePrimitive(mat2);
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b = mat.getInverse(mat2);
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mat.buildProjectionMatrixPerspectiveFovRH(1.f, 1.f, 1.f, 1000.f);
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mat.buildProjectionMatrixPerspectiveFovLH(1.f, 1.f, 1.f, 1000.f);
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mat.buildProjectionMatrixPerspectiveFovInfinityLH(1.f, 1.f, 1.f);
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mat.buildProjectionMatrixPerspectiveRH(100.f, 100.f, 1.f, 1000.f);
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mat.buildProjectionMatrixPerspectiveLH(10000.f, 10000.f, 1.f, 1000.f);
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mat.buildProjectionMatrixOrthoLH(10000.f, 10000.f, 1.f, 1000.f);
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mat.buildProjectionMatrixOrthoRH(10000.f, 10000.f, 1.f, 1000.f);
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mat.buildCameraLookAtMatrixLH(vector3df(1.f, 1.f, 1.f), vector3df(0.f, 0.f, 0.f), vector3df(0.f, 1.f, 0.f) );
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mat.buildCameraLookAtMatrixRH(vector3df(1.f, 1.f, 1.f), vector3df(0.f, 0.f, 0.f), vector3df(0.f, 1.f, 0.f) );
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mat.buildShadowMatrix(vector3df(1.f, 1.f, 1.f), p1);
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core::rect<s32> a1(0,0,100,100);
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mat.buildNDCToDCMatrix(a1, 1.f);
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mat.interpolate(mat2, 1.f);
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mat = mat.getTransposed();
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mat.getTransposed(mat2);
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mat.buildRotateFromTo(vector3df(1.f, 1.f, 1.f), vector3df(1.f, 1.f, 1.f));
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mat.setRotationCenter(vector3df(1.f, 1.f, 1.f), vector3df(1.f, 1.f, 1.f));
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mat.buildAxisAlignedBillboard(vector3df(1.f, 1.f, 1.f), vector3df(1.f, 1.f, 1.f), vector3df(1.f, 1.f, 1.f), vector3df(1.f, 1.f, 1.f), vector3df(1.f, 1.f, 1.f));
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mat.buildTextureTransform( 1.f,vector2df(1.f, 1.f), vector2df(1.f, 1.f), vector2df(1.f, 1.f));
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mat.setTextureRotationCenter( 1.f );
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mat.setTextureTranslate( 1.f, 1.f );
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mat.setTextureTranslateTransposed(1.f, 1.f);
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mat.setTextureScale( 1.f, 1.f );
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mat.setTextureScaleCenter( 1.f, 1.f );
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f32 fv16[16];
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mat.setM(fv16);
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mat.setDefinitelyIdentityMatrix(false);
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b = mat.getDefinitelyIdentityMatrix();
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b = mat.equals(mat2);
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f1 = f1+f2+f3+f4+*pf1+*pf2; // getting rid of unused variable warnings.
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}
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}
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bool matrixOps(void)
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|
{
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|
bool result = true;
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calltest();
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result &= identity();
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|
result &= rotations();
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|
result &= isOrthogonal();
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|
result &= transformations();
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|
result &= setRotationAxis();
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return result;
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}
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