added unit test for vec3

This commit is contained in:
2024-09-01 18:22:31 +03:00
parent e958cbeba2
commit 813169a828
2 changed files with 264 additions and 1 deletions

View File

@@ -5,7 +5,7 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/out/${CMAKE_BUILD_TYPE}"
file(GLOB TEST_SRC_FILES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp)
include(GoogleTest)
add_executable(unit-tests UnitTestPrediction.cpp UnitTestMatrix.cpp UnitTestAstar.cpp UnitTestProjection.cpp)
add_executable(unit-tests UnitTestPrediction.cpp UnitTestMatrix.cpp UnitTestAstar.cpp UnitTestProjection.cpp UnitTestVector3.cpp)
target_link_libraries(unit-tests PRIVATE gtest gtest_main omath)

263
tests/UnitTestVector3.cpp Normal file
View File

@@ -0,0 +1,263 @@
//
// Created by Vlad on 01.09.2024.
//
#include <gtest/gtest.h>
#include <omath/Vector3.h>
using namespace omath;
class UnitTestVector3 : public ::testing::Test
{
protected:
Vector3 v1;
Vector3 v2;
void SetUp() override
{
v1 = Vector3(1.0f, 2.0f, 3.0f);
v2 = Vector3(4.0f, 5.0f, 6.0f);
}
};
// Test constructor and default values
TEST_F(UnitTestVector3, Constructor_Default)
{
Vector3 v;
EXPECT_FLOAT_EQ(v.x, 0.0f);
EXPECT_FLOAT_EQ(v.y, 0.0f);
EXPECT_FLOAT_EQ(v.z, 0.0f);
}
TEST_F(UnitTestVector3, Constructor_Values)
{
Vector3 v(1.0f, 2.0f, 3.0f);
EXPECT_FLOAT_EQ(v.x, 1.0f);
EXPECT_FLOAT_EQ(v.y, 2.0f);
EXPECT_FLOAT_EQ(v.z, 3.0f);
}
// Test equality operators
TEST_F(UnitTestVector3, EqualityOperator)
{
Vector3 v3(1.0f, 2.0f, 3.0f);
EXPECT_TRUE(v1 == v3);
EXPECT_FALSE(v1 == v2);
}
TEST_F(UnitTestVector3, InequalityOperator)
{
Vector3 v3(1.0f, 2.0f, 3.0f);
EXPECT_FALSE(v1 != v3);
EXPECT_TRUE(v1 != v2);
}
// Test arithmetic operators
TEST_F(UnitTestVector3, AdditionOperator)
{
Vector3 v3 = v1 + v2;
EXPECT_FLOAT_EQ(v3.x, 5.0f);
EXPECT_FLOAT_EQ(v3.y, 7.0f);
EXPECT_FLOAT_EQ(v3.z, 9.0f);
}
TEST_F(UnitTestVector3, SubtractionOperator)
{
Vector3 v3 = v2 - v1;
EXPECT_FLOAT_EQ(v3.x, 3.0f);
EXPECT_FLOAT_EQ(v3.y, 3.0f);
EXPECT_FLOAT_EQ(v3.z, 3.0f);
}
TEST_F(UnitTestVector3, MultiplicationOperator)
{
Vector3 v3 = v1 * 2.0f;
EXPECT_FLOAT_EQ(v3.x, 2.0f);
EXPECT_FLOAT_EQ(v3.y, 4.0f);
EXPECT_FLOAT_EQ(v3.z, 6.0f);
}
TEST_F(UnitTestVector3, MultiplicationWithVectorOperator)
{
Vector3 v3 = v1 * v2;
EXPECT_FLOAT_EQ(v3.x, 4.0f);
EXPECT_FLOAT_EQ(v3.y, 10.0f);
EXPECT_FLOAT_EQ(v3.z, 18.0f);
}
TEST_F(UnitTestVector3, DivisionOperator)
{
Vector3 v3 = v2 / 2.0f;
EXPECT_FLOAT_EQ(v3.x, 2.0f);
EXPECT_FLOAT_EQ(v3.y, 2.5f);
EXPECT_FLOAT_EQ(v3.z, 3.0f);
}
TEST_F(UnitTestVector3, DivisionWithVectorOperator)
{
Vector3 v3 = v2 / v1;
EXPECT_FLOAT_EQ(v3.x, 4.0f);
EXPECT_FLOAT_EQ(v3.y, 2.5f);
EXPECT_FLOAT_EQ(v3.z, 2.0f);
}
// Test compound assignment operators
TEST_F(UnitTestVector3, AdditionAssignmentOperator)
{
v1 += v2;
EXPECT_FLOAT_EQ(v1.x, 5.0f);
EXPECT_FLOAT_EQ(v1.y, 7.0f);
EXPECT_FLOAT_EQ(v1.z, 9.0f);
}
TEST_F(UnitTestVector3, SubtractionAssignmentOperator)
{
v1 -= v2;
EXPECT_FLOAT_EQ(v1.x, -3.0f);
EXPECT_FLOAT_EQ(v1.y, -3.0f);
EXPECT_FLOAT_EQ(v1.z, -3.0f);
}
TEST_F(UnitTestVector3, MultiplicationAssignmentOperator)
{
v1 *= 2.0f;
EXPECT_FLOAT_EQ(v1.x, 2.0f);
EXPECT_FLOAT_EQ(v1.y, 4.0f);
EXPECT_FLOAT_EQ(v1.z, 6.0f);
}
TEST_F(UnitTestVector3, MultiplicationWithVectorAssignmentOperator)
{
v1 *= v2;
EXPECT_FLOAT_EQ(v1.x, 4.0f);
EXPECT_FLOAT_EQ(v1.y, 10.0f);
EXPECT_FLOAT_EQ(v1.z, 18.0f);
}
TEST_F(UnitTestVector3, DivisionAssignmentOperator)
{
v1 /= 2.0f;
EXPECT_FLOAT_EQ(v1.x, 0.5f);
EXPECT_FLOAT_EQ(v1.y, 1.0f);
EXPECT_FLOAT_EQ(v1.z, 1.5f);
}
TEST_F(UnitTestVector3, DivisionWithVectorAssignmentOperator)
{
v1 /= v2;
EXPECT_FLOAT_EQ(v1.x, 0.25f);
EXPECT_FLOAT_EQ(v1.y, 0.4f);
EXPECT_FLOAT_EQ(v1.z, 0.5f);
}
TEST_F(UnitTestVector3, NegationOperator)
{
Vector3 v3 = -v1;
EXPECT_FLOAT_EQ(v3.x, -1.0f);
EXPECT_FLOAT_EQ(v3.y, -2.0f);
EXPECT_FLOAT_EQ(v3.z, -3.0f);
}
// Test other member functions
TEST_F(UnitTestVector3, DistTo)
{
float dist = v1.DistTo(v2);
EXPECT_FLOAT_EQ(dist, sqrt(27.0f));
}
TEST_F(UnitTestVector3, DistToSqr)
{
float distSqr = v1.DistToSqr(v2);
EXPECT_FLOAT_EQ(distSqr, 27.0f);
}
TEST_F(UnitTestVector3, DotProduct)
{
float dot = v1.Dot(v2);
EXPECT_FLOAT_EQ(dot, 32.0f);
}
TEST_F(UnitTestVector3, CrossProduct)
{
Vector3 v3 = v1.Cross(v2);
EXPECT_FLOAT_EQ(v3.x, -3.0f);
EXPECT_FLOAT_EQ(v3.y, 6.0f);
EXPECT_FLOAT_EQ(v3.z, -3.0f);
}
TEST_F(UnitTestVector3, Length)
{
float length = v1.Length();
EXPECT_FLOAT_EQ(length, sqrt(14.0f));
}
TEST_F(UnitTestVector3, LengthSqr)
{
float lengthSqr = v1.LengthSqr();
EXPECT_FLOAT_EQ(lengthSqr, 14.0f);
}
TEST_F(UnitTestVector3, Length2D)
{
float length2D = v1.Length2D();
EXPECT_FLOAT_EQ(length2D, sqrt(5.0f));
}
TEST_F(UnitTestVector3, Abs)
{
Vector3 v3(-1.0f, -2.0f, -3.0f);
v3.Abs();
EXPECT_FLOAT_EQ(v3.x, 1.0f);
EXPECT_FLOAT_EQ(v3.y, 2.0f);
EXPECT_FLOAT_EQ(v3.z, 3.0f);
}
TEST_F(UnitTestVector3, Sum)
{
float sum = v1.Sum();
EXPECT_FLOAT_EQ(sum, 6.0f);
}
TEST_F(UnitTestVector3, Sum2D)
{
float sum2D = v1.Sum2D();
EXPECT_FLOAT_EQ(sum2D, 3.0f);
}
TEST_F(UnitTestVector3, ViewAngleTo)
{
Vector3 angle = v1.ViewAngleTo(v1 + Vector3(0.f, 0.f, 5.f));
EXPECT_NEAR(angle.x, 90.f, 0.01f); // Approximate values, you can fine-tune the expected values
EXPECT_NEAR(angle.y, 0.f, 0.01f);
}
TEST_F(UnitTestVector3, ForwardVector)
{
Vector3 forward = Vector3::ForwardVector(0.0f, 0.0f);
EXPECT_FLOAT_EQ(forward.x, 1.0f);
EXPECT_FLOAT_EQ(forward.y, 0.0f);
EXPECT_FLOAT_EQ(forward.z, 0.0f);
}
TEST_F(UnitTestVector3, RightVector)
{
Vector3 right = Vector3::RightVector(0.0f, 0.0f, 0.0f);
EXPECT_FLOAT_EQ(right.x, 0.0f);
EXPECT_FLOAT_EQ(right.y, -1.0f);
EXPECT_FLOAT_EQ(right.z, 0.0f);
}
TEST_F(UnitTestVector3, UpVector)
{
Vector3 up = Vector3::UpVector(0.f, 0.0f, 0.0f);
EXPECT_FLOAT_EQ(up.x, 0.0f);
EXPECT_FLOAT_EQ(up.y, 0.0f);
EXPECT_FLOAT_EQ(up.z, 1.0f);
}
TEST_F(UnitTestVector3, Normalized)
{
Vector3 v3 = v1.Normalized();
EXPECT_NEAR(v3.x, 0.26726f, 0.0001f);
EXPECT_NEAR(v3.y, 0.53452f, 0.0001f);
EXPECT_NEAR(v3.z, 0.80178f, 0.0001f);
}