/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2020 Blender Foundation * All rights reserved. */ #include "BKE_armature.h" #include "BLI_math.h" #include "testing/testing.h" namespace blender::bke::tests { static const float FLOAT_EPSILON = 1.2e-7; TEST(mat3_vec_to_roll, UnitMatrix) { float unit_matrix[3][3]; float roll; unit_m3(unit_matrix); // Any vector with a unit matrix should return zero roll. mat3_vec_to_roll(unit_matrix, unit_matrix[0], &roll); EXPECT_FLOAT_EQ(0.0f, roll); mat3_vec_to_roll(unit_matrix, unit_matrix[1], &roll); EXPECT_FLOAT_EQ(0.0f, roll); mat3_vec_to_roll(unit_matrix, unit_matrix[2], &roll); EXPECT_FLOAT_EQ(0.0f, roll); { // Non-unit vector. float vector[3] = {1.0f, 1.0f, 1.0f}; mat3_vec_to_roll(unit_matrix, vector, &roll); EXPECT_NEAR(0.0f, roll, FLOAT_EPSILON); // Normalized version of the above vector. normalize_v3(vector); mat3_vec_to_roll(unit_matrix, vector, &roll); EXPECT_NEAR(0.0f, roll, FLOAT_EPSILON); } } TEST(mat3_vec_to_roll, Rotationmatrix) { float rotation_matrix[3][3]; float roll; const float rot_around_x[3] = {1.234f, 0.0f, 0.0f}; eul_to_mat3(rotation_matrix, rot_around_x); { const float unit_axis_x[3] = {1.0f, 0.0f, 0.0f}; mat3_vec_to_roll(rotation_matrix, unit_axis_x, &roll); EXPECT_NEAR(1.234f, roll, FLOAT_EPSILON); } { const float unit_axis_y[3] = {0.0f, 1.0f, 0.0f}; mat3_vec_to_roll(rotation_matrix, unit_axis_y, &roll); EXPECT_NEAR(0, roll, FLOAT_EPSILON); } { const float unit_axis_z[3] = {0.0f, 0.0f, 1.0f}; mat3_vec_to_roll(rotation_matrix, unit_axis_z, &roll); EXPECT_NEAR(0, roll, FLOAT_EPSILON); } { const float between_x_and_y[3] = {1.0f, 1.0f, 0.0f}; mat3_vec_to_roll(rotation_matrix, between_x_and_y, &roll); EXPECT_NEAR(0.57158958f, roll, FLOAT_EPSILON); } } } // namespace blender::bke::tests