Merge pull request #3 from orange-cpp/u/orange-cpp/unit-tests

Added more unit tests
This commit is contained in:
2024-09-02 19:19:31 +03:00
committed by GitHub
11 changed files with 587 additions and 17 deletions

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@@ -11,6 +11,7 @@ namespace omath
class Matrix final
{
public:
Matrix();
Matrix(size_t rows, size_t columns);
Matrix(const std::initializer_list<std::initializer_list<float>>& rows);
@@ -99,8 +100,8 @@ namespace omath
~Matrix();
private:
size_t m_rows = 0;
size_t m_columns = 0;
std::unique_ptr<float[]> m_data = nullptr;
size_t m_rows;
size_t m_columns;
std::unique_ptr<float[]> m_data;
};
}

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@@ -13,7 +13,7 @@ namespace omath
float w = 0.f;
Vector4(const float x = 0.f, const float y = 0.f, const float z = 0.f, const float w = 0.f) : Vector3(x, y, z), w(w) {}
Vector4() = default;
Vector4();
[[nodiscard]]
bool operator==(const Vector4& src) const;

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@@ -21,11 +21,11 @@ namespace omath::color
[[nodiscard]]
Vector3 Blend(const Vector3& first, const Vector3& second, float ratio);
class Color : public Vector4
class Color final : public Vector4
{
public:
Color(float r, float g, float b, float a);
explicit Color();
[[nodiscard]]
static Color FromRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a);

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@@ -131,4 +131,11 @@ namespace omath
{
return x + y + z + w;
}
Vector4::Vector4()
{
x = 0.f;
y = 0.f;
z = 0.f;
}
}

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@@ -95,4 +95,9 @@ namespace omath::color
return hsvData;
}
Color::Color() : Vector4(0.f, 0.f, 0.f, 0.f)
{
}
}

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@@ -83,6 +83,10 @@ namespace omath
m_columns = other.m_columns;
m_data = std::move(other.m_data);
other.m_rows = 0;
other.m_columns = 0;
other.m_data = nullptr;
}
size_t Matrix::ColumnsCount() const noexcept
@@ -196,6 +200,9 @@ namespace omath
m_columns = other.m_columns;
m_data = std::move(other.m_data);
other.m_rows = 0.f;
other.m_columns = 0.f;
return *this;
}
@@ -357,7 +364,7 @@ namespace omath
};
}
const float * Matrix::Raw() const
const float* Matrix::Raw() const
{
return m_data.get();
}
@@ -367,4 +374,11 @@ namespace omath
for (size_t i = 0; i < m_columns*m_rows; ++i)
At(i / m_rows, i % m_columns) = pRawMatrix[i];
}
Matrix::Matrix()
{
m_columns = 0;
m_rows = 0;
m_data = nullptr;
}
}

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@@ -2,10 +2,15 @@ enable_testing()
project(unit-tests)
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
UnitTestColor.cpp)
target_link_libraries(unit-tests PRIVATE gtest gtest_main omath)

113
tests/UnitTestColor.cpp Normal file
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@@ -0,0 +1,113 @@
//
// Created by Vlad on 01.09.2024.
//
#include <gtest/gtest.h>
#include <omath/Color.h>
using namespace omath::color;
class UnitTestColor : public ::testing::Test
{
protected:
Color color1;
Color color2;
void SetUp() override
{
color1 = Color::Red();
color2 = Color::Green();
}
};
// Test constructors
TEST_F(UnitTestColor, Constructor_Float)
{
Color color(0.5f, 0.5f, 0.5f, 1.0f);
EXPECT_FLOAT_EQ(color.x, 0.5f);
EXPECT_FLOAT_EQ(color.y, 0.5f);
EXPECT_FLOAT_EQ(color.z, 0.5f);
EXPECT_FLOAT_EQ(color.w, 1.0f);
}
TEST_F(UnitTestColor, Constructor_Vector4)
{
omath::Vector4 vec(0.2f, 0.4f, 0.6f, 0.8f);
Color color(vec);
EXPECT_FLOAT_EQ(color.x, 0.2f);
EXPECT_FLOAT_EQ(color.y, 0.4f);
EXPECT_FLOAT_EQ(color.z, 0.6f);
EXPECT_FLOAT_EQ(color.w, 0.8f);
}
// Test static methods for color creation
TEST_F(UnitTestColor, FromRGBA)
{
Color color = Color::FromRGBA(128, 64, 32, 255);
EXPECT_FLOAT_EQ(color.x, 128.0f / 255.0f);
EXPECT_FLOAT_EQ(color.y, 64.0f / 255.0f);
EXPECT_FLOAT_EQ(color.z, 32.0f / 255.0f);
EXPECT_FLOAT_EQ(color.w, 1.0f);
}
TEST_F(UnitTestColor, FromHSV)
{
Color color = Color::FromHSV(0.0f, 1.0f, 1.0f); // Red in HSV
EXPECT_FLOAT_EQ(color.x, 1.0f);
EXPECT_FLOAT_EQ(color.y, 0.0f);
EXPECT_FLOAT_EQ(color.z, 0.0f);
EXPECT_FLOAT_EQ(color.w, 1.0f);
}
// Test HSV conversion
TEST_F(UnitTestColor, ToHSV)
{
HSV hsv = color1.ToHSV(); // Red color
EXPECT_FLOAT_EQ(hsv.m_hue, 0.0f);
EXPECT_FLOAT_EQ(hsv.m_saturation, 1.0f);
EXPECT_FLOAT_EQ(hsv.m_value, 1.0f);
}
// Test color blending
TEST_F(UnitTestColor, Blend)
{
Color blended = color1.Blend(color2, 0.5f);
EXPECT_FLOAT_EQ(blended.x, 0.5f);
EXPECT_FLOAT_EQ(blended.y, 0.5f);
EXPECT_FLOAT_EQ(blended.z, 0.0f);
EXPECT_FLOAT_EQ(blended.w, 1.0f);
}
// Test predefined colors
TEST_F(UnitTestColor, PredefinedColors)
{
Color red = Color::Red();
Color green = Color::Green();
Color blue = Color::Blue();
EXPECT_FLOAT_EQ(red.x, 1.0f);
EXPECT_FLOAT_EQ(red.y, 0.0f);
EXPECT_FLOAT_EQ(red.z, 0.0f);
EXPECT_FLOAT_EQ(red.w, 1.0f);
EXPECT_FLOAT_EQ(green.x, 0.0f);
EXPECT_FLOAT_EQ(green.y, 1.0f);
EXPECT_FLOAT_EQ(green.z, 0.0f);
EXPECT_FLOAT_EQ(green.w, 1.0f);
EXPECT_FLOAT_EQ(blue.x, 0.0f);
EXPECT_FLOAT_EQ(blue.y, 0.0f);
EXPECT_FLOAT_EQ(blue.z, 1.0f);
EXPECT_FLOAT_EQ(blue.w, 1.0f);
}
// Test non-member function: Blend for Vector3
TEST_F(UnitTestColor, BlendVector3)
{
omath::Vector3 v1(1.0f, 0.0f, 0.0f); // Red
omath::Vector3 v2(0.0f, 1.0f, 0.0f); // Green
omath::Vector3 blended = Blend(v1, v2, 0.5f);
EXPECT_FLOAT_EQ(blended.x, 0.5f);
EXPECT_FLOAT_EQ(blended.y, 0.5f);
EXPECT_FLOAT_EQ(blended.z, 0.0f);
}

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@@ -3,15 +3,179 @@
//
#include <gtest/gtest.h>
#include <omath/Matrix.h>
#include <print>
#include "omath/Vector3.h"
using namespace omath;
TEST(UnitTestMatrix, ToString)
class UnitTestMatrix : public ::testing::Test
{
omath::Matrix matrix(2, 2);
matrix.Set(1.1);
const auto str = matrix.ToSrtring();
protected:
Matrix m1;
Matrix m2;
std::cout << str;
void SetUp() override {
m1 = Matrix(2, 2);
m2 = Matrix{{1.0f, 2.0f}, {3.0f, 4.0f}};
}
};
// Test constructors
TEST_F(UnitTestMatrix, Constructor_Size)
{
Matrix m(3, 3);
EXPECT_EQ(m.RowCount(), 3);
EXPECT_EQ(m.ColumnsCount(), 3);
}
TEST_F(UnitTestMatrix, Constructor_InitializerList)
{
Matrix m{{1.0f, 2.0f}, {3.0f, 4.0f}};
EXPECT_EQ(m.RowCount(), 2);
EXPECT_EQ(m.ColumnsCount(), 2);
EXPECT_FLOAT_EQ(m.At(0, 0), 1.0f);
EXPECT_FLOAT_EQ(m.At(1, 1), 4.0f);
}
TEST_F(UnitTestMatrix, Constructor_Copy)
{
Matrix m3 = m2;
EXPECT_EQ(m3.RowCount(), m2.RowCount());
EXPECT_EQ(m3.ColumnsCount(), m2.ColumnsCount());
EXPECT_FLOAT_EQ(m3.At(0, 0), m2.At(0, 0));
}
TEST_F(UnitTestMatrix, Constructor_Move)
{
Matrix m3 = std::move(m2);
EXPECT_EQ(m3.RowCount(), 2);
EXPECT_EQ(m3.ColumnsCount(), 2);
EXPECT_FLOAT_EQ(m3.At(0, 0), 1.0f);
EXPECT_EQ(m2.RowCount(), 0); // m2 should be empty after the move
EXPECT_EQ(m2.ColumnsCount(), 0);
}
// Test matrix operations
TEST_F(UnitTestMatrix, Operator_Multiplication_Matrix)
{
Matrix m3 = m2 * m2;
EXPECT_EQ(m3.RowCount(), 2);
EXPECT_EQ(m3.ColumnsCount(), 2);
EXPECT_FLOAT_EQ(m3.At(0, 0), 7.0f);
EXPECT_FLOAT_EQ(m3.At(1, 1), 22.0f);
}
TEST_F(UnitTestMatrix, Operator_Multiplication_Vector3)
{
Vector3 v(1.0f, 2.0f, 3.0f);
Matrix m3(3, 3, new float[9]{1, 0, 0, 0, 1, 0, 0, 0, 1});
Matrix result = m3 * v;
EXPECT_FLOAT_EQ(result.At(0, 0), 1.0f);
EXPECT_FLOAT_EQ(result.At(1, 0), 2.0f);
EXPECT_FLOAT_EQ(result.At(2, 0), 3.0f);
}
TEST_F(UnitTestMatrix, Operator_Multiplication_Scalar)
{
Matrix m3 = m2 * 2.0f;
EXPECT_FLOAT_EQ(m3.At(0, 0), 2.0f);
EXPECT_FLOAT_EQ(m3.At(1, 1), 8.0f);
}
TEST_F(UnitTestMatrix, Operator_Division_Scalar)
{
Matrix m3 = m2 / 2.0f;
EXPECT_FLOAT_EQ(m3.At(0, 0), 0.5f);
EXPECT_FLOAT_EQ(m3.At(1, 1), 2.0f);
}
// Test matrix functions
TEST_F(UnitTestMatrix, Transpose)
{
Matrix m3 = m2.Transpose();
EXPECT_FLOAT_EQ(m3.At(0, 1), 3.0f);
EXPECT_FLOAT_EQ(m3.At(1, 0), 2.0f);
}
TEST_F(UnitTestMatrix, Determinant)
{
float det = m2.Determinant();
EXPECT_FLOAT_EQ(det, -2.0f);
}
TEST_F(UnitTestMatrix, Minor)
{
float minor = m2.Minor(0, 0);
EXPECT_FLOAT_EQ(minor, 4.0f);
}
TEST_F(UnitTestMatrix, AlgComplement)
{
float algComp = m2.AlgComplement(0, 0);
EXPECT_FLOAT_EQ(algComp, 4.0f);
}
TEST_F(UnitTestMatrix, Strip)
{
Matrix m3 = m2.Strip(0, 0);
EXPECT_EQ(m3.RowCount(), 1);
EXPECT_EQ(m3.ColumnsCount(), 1);
EXPECT_FLOAT_EQ(m3.At(0, 0), 4.0f);
}
TEST_F(UnitTestMatrix, ProjectionMatrix)
{
Matrix proj = Matrix::ProjectionMatrix(45.0f, 1.33f, 0.1f, 100.0f);
EXPECT_EQ(proj.RowCount(), 4);
EXPECT_EQ(proj.ColumnsCount(), 4);
// Further checks on projection matrix elements could be added
}
// Test other member functions
TEST_F(UnitTestMatrix, Set)
{
m1.Set(3.0f);
EXPECT_FLOAT_EQ(m1.At(0, 0), 3.0f);
EXPECT_FLOAT_EQ(m1.At(1, 1), 3.0f);
}
TEST_F(UnitTestMatrix, Sum)
{
float sum = m2.Sum();
EXPECT_FLOAT_EQ(sum, 10.0f);
}
TEST_F(UnitTestMatrix, Clear)
{
m2.Clear();
EXPECT_FLOAT_EQ(m2.At(0, 0), 0.0f);
EXPECT_FLOAT_EQ(m2.At(1, 1), 0.0f);
}
TEST_F(UnitTestMatrix, ToString)
{
std::string str = m2.ToSrtring();
EXPECT_FALSE(str.empty());
}
// Test assignment operators
TEST_F(UnitTestMatrix, AssignmentOperator_Copy)
{
Matrix m3(2, 2);
m3 = m2;
EXPECT_EQ(m3.RowCount(), m2.RowCount());
EXPECT_EQ(m3.ColumnsCount(), m2.ColumnsCount());
EXPECT_FLOAT_EQ(m3.At(0, 0), m2.At(0, 0));
}
TEST_F(UnitTestMatrix, AssignmentOperator_Move)
{
Matrix m3(2, 2);
m3 = std::move(m2);
EXPECT_EQ(m3.RowCount(), 2);
EXPECT_EQ(m3.ColumnsCount(), 2);
EXPECT_FLOAT_EQ(m3.At(0, 0), 1.0f);
EXPECT_EQ(m2.RowCount(), 0); // m2 should be empty after the move
EXPECT_EQ(m2.ColumnsCount(), 0);
}

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@@ -12,7 +12,5 @@ TEST(UnitTestProjection, IsPointOnScreen)
const omath::projection::Camera camera({0.f, 0.f, 0.f}, {0, 0.f, 0.f} , {1920.f, 1080.f}, 110.f, 0.1f, 500.f);
const auto proj = camera.WorldToScreen({100, 0, 15});
if (proj)
std::print("{} {}", proj->x, proj->y);
EXPECT_TRUE(proj.has_value());
}

263
tests/UnitTestVector3.cpp Normal file
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@@ -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);
}