/* SPDX-License-Identifier: Apache-2.0 */ #include "testing/testing.h" #include "BLI_math.h" #include "BLI_math_vector.hh" namespace blender::tests { TEST(math_vector, ClampVecWithFloats) { const float min = 0.0f; const float max = 1.0f; float a[2] = {-1.0f, -1.0f}; clamp_v2(a, min, max); EXPECT_FLOAT_EQ(0.0f, a[0]); EXPECT_FLOAT_EQ(0.0f, a[1]); float b[2] = {0.5f, 0.5f}; clamp_v2(b, min, max); EXPECT_FLOAT_EQ(0.5f, b[0]); EXPECT_FLOAT_EQ(0.5f, b[1]); float c[2] = {2.0f, 2.0f}; clamp_v2(c, min, max); EXPECT_FLOAT_EQ(1.0f, c[0]); EXPECT_FLOAT_EQ(1.0f, c[1]); } TEST(math_vector, ClampVecWithVecs) { const float min[2] = {0.0f, 2.0f}; const float max[2] = {1.0f, 3.0f}; float a[2] = {-1.0f, -1.0f}; clamp_v2_v2v2(a, min, max); EXPECT_FLOAT_EQ(0.0f, a[0]); EXPECT_FLOAT_EQ(2.0f, a[1]); float b[2] = {0.5f, 2.5f}; clamp_v2_v2v2(b, min, max); EXPECT_FLOAT_EQ(0.5f, b[0]); EXPECT_FLOAT_EQ(2.5f, b[1]); float c[2] = {2.0f, 4.0f}; clamp_v2_v2v2(c, min, max); EXPECT_FLOAT_EQ(1.0f, c[0]); EXPECT_FLOAT_EQ(3.0f, c[1]); } TEST(math_vector, test_invert_v3_safe) { float v3_with_zeroes[3] = {0.0f, 2.0f, 3.0f}; invert_v3_safe(v3_with_zeroes); EXPECT_FLOAT_EQ(0.0f, v3_with_zeroes[0]); EXPECT_FLOAT_EQ(0.5f, v3_with_zeroes[1]); EXPECT_FLOAT_EQ(0.33333333333f, v3_with_zeroes[2]); float v3_without_zeroes[3] = {1.0f, 2.0f, 3.0f}; float inverted_unsafe[3] = {1.0f, 2.0f, 3.0f}; invert_v3_safe(v3_without_zeroes); invert_v3(inverted_unsafe); EXPECT_FLOAT_EQ(inverted_unsafe[0], v3_without_zeroes[0]); EXPECT_FLOAT_EQ(inverted_unsafe[1], v3_without_zeroes[1]); EXPECT_FLOAT_EQ(inverted_unsafe[2], v3_without_zeroes[2]); } TEST(math_vector, Clamp) { const int3 value(0, 100, -100); const int3 min(5, 40, -95); const int3 max(7, 45, 5); const int3 result = math::clamp(value, min, max); EXPECT_EQ(result.x, 5); EXPECT_EQ(result.y, 45); EXPECT_EQ(result.z, -95); const int3 result_2 = math::clamp(value, -50, 50); EXPECT_EQ(result_2.x, 0); EXPECT_EQ(result_2.y, 50); EXPECT_EQ(result_2.z, -50); } TEST(math_vector, InterpolateInt) { const int3 a(0, -100, 50); const int3 b(0, 100, 100); const int3 result = math::interpolate(a, b, 0.75); EXPECT_EQ(result.x, 0); EXPECT_EQ(result.y, 50); EXPECT_EQ(result.z, 87); } TEST(math_vector, InterpolateFloat) { const float3 a(40.0f, -100.0f, 50.0f); const float3 b(20.0f, 100.0f, 100.0f); const float3 result = math::interpolate(a, b, 0.5); EXPECT_FLOAT_EQ(result.x, 30.0f); EXPECT_FLOAT_EQ(result.y, 0.0f); EXPECT_FLOAT_EQ(result.z, 75.0f); } TEST(math_vector, CeilToMultiple) { const int3 a(21, 16, 0); const int3 b(8, 16, 15); const int3 result = math::ceil_to_multiple(a, b); EXPECT_FLOAT_EQ(result.x, 24); EXPECT_FLOAT_EQ(result.y, 16); EXPECT_FLOAT_EQ(result.z, 0); } TEST(math_vector, DivideCeil) { const int3 a(21, 16, 0); const int3 b(8, 16, 15); const int3 result = math::divide_ceil(a, b); EXPECT_FLOAT_EQ(result.x, 3); EXPECT_FLOAT_EQ(result.y, 1); EXPECT_FLOAT_EQ(result.z, 0); } } // namespace blender::tests