_G.vector = {} dofile("builtin/common/vector.lua") describe("vector", function() describe("new()", function() it("constructs", function() assert.same({ x = 0, y = 0, z = 0 }, vector.new()) assert.same({ x = 1, y = 2, z = 3 }, vector.new(1, 2, 3)) assert.same({ x = 3, y = 2, z = 1 }, vector.new({ x = 3, y = 2, z = 1 })) local input = vector.new({ x = 3, y = 2, z = 1 }) local output = vector.new(input) assert.same(input, output) assert.are_not.equal(input, output) end) it("throws on invalid input", function() assert.has.errors(function() vector.new({ x = 3 }) end) assert.has.errors(function() vector.new({ d = 3 }) end) end) end) it("equal()", function() local function assertE(a, b) assert.is_true(vector.equals(a, b)) end local function assertNE(a, b) assert.is_false(vector.equals(a, b)) end assertE({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) assertE({x = -1, y = 0, z = 1}, {x = -1, y = 0, z = 1}) local a = { x = 2, y = 4, z = -10 } assertE(a, a) assertNE({x = -1, y = 0, z = 1}, a) end) it("add()", function() assert.same({ x = 2, y = 4, z = 6 }, vector.add(vector.new(1, 2, 3), { x = 1, y = 2, z = 3 })) end) -- This function is needed because of floating point imprecision. local function almost_equal(a, b) if type(a) == "number" then return math.abs(a - b) < 0.00000000001 end return vector.distance(a, b) < 0.000000000001 end describe("rotate_around_axis()", function() it("rotates", function() assert.True(almost_equal({x = -1, y = 0, z = 0}, vector.rotate_around_axis({x = 1, y = 0, z = 0}, {x = 0, y = 1, z = 0}, math.pi))) assert.True(almost_equal({x = 0, y = 1, z = 0}, vector.rotate_around_axis({x = 0, y = 0, z = 1}, {x = 1, y = 0, z = 0}, math.pi / 2))) assert.True(almost_equal({x = 4, y = 1, z = 1}, vector.rotate_around_axis({x = 4, y = 1, z = 1}, {x = 4, y = 1, z = 1}, math.pi / 6))) end) it("keeps distance to axis", function() local rotate1 = {x = 1, y = 3, z = 1} local axis1 = {x = 1, y = 3, z = 2} local rotated1 = vector.rotate_around_axis(rotate1, axis1, math.pi / 13) assert.True(almost_equal(vector.distance(axis1, rotate1), vector.distance(axis1, rotated1))) local rotate2 = {x = 1, y = 1, z = 3} local axis2 = {x = 2, y = 6, z = 100} local rotated2 = vector.rotate_around_axis(rotate2, axis2, math.pi / 23) assert.True(almost_equal(vector.distance(axis2, rotate2), vector.distance(axis2, rotated2))) local rotate3 = {x = 1, y = -1, z = 3} local axis3 = {x = 2, y = 6, z = 100} local rotated3 = vector.rotate_around_axis(rotate3, axis3, math.pi / 2) assert.True(almost_equal(vector.distance(axis3, rotate3), vector.distance(axis3, rotated3))) end) it("rotates back", function() local rotate1 = {x = 1, y = 3, z = 1} local axis1 = {x = 1, y = 3, z = 2} local rotated1 = vector.rotate_around_axis(rotate1, axis1, math.pi / 13) rotated1 = vector.rotate_around_axis(rotated1, axis1, -math.pi / 13) assert.True(almost_equal(rotate1, rotated1)) local rotate2 = {x = 1, y = 1, z = 3} local axis2 = {x = 2, y = 6, z = 100} local rotated2 = vector.rotate_around_axis(rotate2, axis2, math.pi / 23) rotated2 = vector.rotate_around_axis(rotated2, axis2, -math.pi / 23) assert.True(almost_equal(rotate2, rotated2)) local rotate3 = {x = 1, y = -1, z = 3} local axis3 = {x = 2, y = 6, z = 100} local rotated3 = vector.rotate_around_axis(rotate3, axis3, math.pi / 2) rotated3 = vector.rotate_around_axis(rotated3, axis3, -math.pi / 2) assert.True(almost_equal(rotate3, rotated3)) end) it("is right handed", function() local v_before1 = {x = 0, y = 1, z = -1} local v_after1 = vector.rotate_around_axis(v_before1, {x = 1, y = 0, z = 0}, math.pi / 4) assert.True(almost_equal(vector.normalize(vector.cross(v_after1, v_before1)), {x = 1, y = 0, z = 0})) local v_before2 = {x = 0, y = 3, z = 4} local v_after2 = vector.rotate_around_axis(v_before2, {x = 1, y = 0, z = 0}, 2 * math.pi / 5) assert.True(almost_equal(vector.normalize(vector.cross(v_after2, v_before2)), {x = 1, y = 0, z = 0})) local v_before3 = {x = 1, y = 0, z = -1} local v_after3 = vector.rotate_around_axis(v_before3, {x = 0, y = 1, z = 0}, math.pi / 4) assert.True(almost_equal(vector.normalize(vector.cross(v_after3, v_before3)), {x = 0, y = 1, z = 0})) local v_before4 = {x = 3, y = 0, z = 4} local v_after4 = vector.rotate_around_axis(v_before4, {x = 0, y = 1, z = 0}, 2 * math.pi / 5) assert.True(almost_equal(vector.normalize(vector.cross(v_after4, v_before4)), {x = 0, y = 1, z = 0})) local v_before5 = {x = 1, y = -1, z = 0} local v_after5 = vector.rotate_around_axis(v_before5, {x = 0, y = 0, z = 1}, math.pi / 4) assert.True(almost_equal(vector.normalize(vector.cross(v_after5, v_before5)), {x = 0, y = 0, z = 1})) local v_before6 = {x = 3, y = 4, z = 0} local v_after6 = vector.rotate_around_axis(v_before6, {x = 0, y = 0, z = 1}, 2 * math.pi / 5) assert.True(almost_equal(vector.normalize(vector.cross(v_after6, v_before6)), {x = 0, y = 0, z = 1})) end) end) describe("rotate()", function() it("rotates", function() assert.True(almost_equal({x = -1, y = 0, z = 0}, vector.rotate({x = 1, y = 0, z = 0}, {x = 0, y = math.pi, z = 0}))) assert.True(almost_equal({x = 0, y = -1, z = 0}, vector.rotate({x = 1, y = 0, z = 0}, {x = 0, y = 0, z = math.pi / 2}))) assert.True(almost_equal({x = 1, y = 0, z = 0}, vector.rotate({x = 1, y = 0, z = 0}, {x = math.pi / 123, y = 0, z = 0}))) end) it("is counterclockwise", function() local v_before1 = {x = 0, y = 1, z = -1} local v_after1 = vector.rotate(v_before1, {x = math.pi / 4, y = 0, z = 0}) assert.True(almost_equal(vector.normalize(vector.cross(v_after1, v_before1)), {x = 1, y = 0, z = 0})) local v_before2 = {x = 0, y = 3, z = 4} local v_after2 = vector.rotate(v_before2, {x = 2 * math.pi / 5, y = 0, z = 0}) assert.True(almost_equal(vector.normalize(vector.cross(v_after2, v_before2)), {x = 1, y = 0, z = 0})) local v_before3 = {x = 1, y = 0, z = -1} local v_after3 = vector.rotate(v_before3, {x = 0, y = math.pi / 4, z = 0}) assert.True(almost_equal(vector.normalize(vector.cross(v_after3, v_before3)), {x = 0, y = 1, z = 0})) local v_before4 = {x = 3, y = 0, z = 4} local v_after4 = vector.rotate(v_before4, {x = 0, y = 2 * math.pi / 5, z = 0}) assert.True(almost_equal(vector.normalize(vector.cross(v_after4, v_before4)), {x = 0, y = 1, z = 0})) local v_before5 = {x = 1, y = -1, z = 0} local v_after5 = vector.rotate(v_before5, {x = 0, y = 0, z = math.pi / 4}) assert.True(almost_equal(vector.normalize(vector.cross(v_after5, v_before5)), {x = 0, y = 0, z = 1})) local v_before6 = {x = 3, y = 4, z = 0} local v_after6 = vector.rotate(v_before6, {x = 0, y = 0, z = 2 * math.pi / 5}) assert.True(almost_equal(vector.normalize(vector.cross(v_after6, v_before6)), {x = 0, y = 0, z = 1})) end) end) it("dir_to_rotation()", function() -- Comparing rotations (pitch, yaw, roll) is hard because of certain ambiguities, -- e.g. (pi, 0, pi) looks exactly the same as (0, pi, 0) -- So instead we convert the rotation back to vectors and compare these. local function forward_at_rot(rot) return vector.rotate(vector.new(0, 0, 1), rot) end local function up_at_rot(rot) return vector.rotate(vector.new(0, 1, 0), rot) end local rot1 = vector.dir_to_rotation({x = 1, y = 0, z = 0}, {x = 0, y = 1, z = 0}) assert.True(almost_equal({x = 1, y = 0, z = 0}, forward_at_rot(rot1))) assert.True(almost_equal({x = 0, y = 1, z = 0}, up_at_rot(rot1))) local rot2 = vector.dir_to_rotation({x = 1, y = 1, z = 0}, {x = 0, y = 0, z = 1}) assert.True(almost_equal({x = 1/math.sqrt(2), y = 1/math.sqrt(2), z = 0}, forward_at_rot(rot2))) assert.True(almost_equal({x = 0, y = 0, z = 1}, up_at_rot(rot2))) for i = 1, 1000 do local rand_vec = vector.new(math.random(), math.random(), math.random()) if vector.length(rand_vec) ~= 0 then local rot_1 = vector.dir_to_rotation(rand_vec) local rot_2 = { x = math.atan2(rand_vec.y, math.sqrt(rand_vec.z * rand_vec.z + rand_vec.x * rand_vec.x)), y = -math.atan2(rand_vec.x, rand_vec.z), z = 0 } assert.True(almost_equal(rot_1, rot_2)) end end end) end)