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/* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "BLI_float3x3.hh"
#include "BLI_math_base.h"
#include "BLI_math_vec_types.hh"
namespace blender::tests {
TEST(float3x3, Identity)
{
float2 point(1.0f, 2.0f);
float3x3 transformation = float3x3::identity();
float2 result = transformation * point;
EXPECT_EQ(result, point);
}
TEST(float3x3, Translation)
{
float2 point(1.0f, 2.0f);
float3x3 transformation = float3x3::from_translation(float2(5.0f, 3.0f));
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], 6.0f);
EXPECT_FLOAT_EQ(result[1], 5.0f);
}
TEST(float3x3, Rotation)
{
float2 point(1.0f, 2.0f);
float3x3 transformation = float3x3::from_rotation(M_PI_2);
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], -2.0f);
EXPECT_FLOAT_EQ(result[1], 1.0f);
}
TEST(float3x3, TranslationRotationScale)
{
float2 point(1.0f, 2.0f);
float3x3 transformation = float3x3::from_translation_rotation_scale(
float2(1.0f, 3.0f), M_PI_2, float2(2.0f, 3.0f));
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], -5.0f);
EXPECT_FLOAT_EQ(result[1], 5.0f);
}
TEST(float3x3, NormalizedAxes)
{
float2 point(1.0f, 2.0f);
/* The horizontal is aligned with (1, 1) and vertical is aligned with (-1, 1), in other words, a
* Pi / 4 rotation. */
float value = std::sqrt(2.0f) / 2.0f;
float3x3 transformation = float3x3::from_normalized_axes(
float2(1.0f, 3.0f), float2(value), float2(-value, value));
float2 result = transformation * point;
float3x3 expected_transformation = float3x3::from_translation_rotation_scale(
float2(1.0f, 3.0f), M_PI_4, float2(1.0f));
float2 expected = expected_transformation * point;
EXPECT_FLOAT_EQ(result[0], expected[0]);
EXPECT_FLOAT_EQ(result[1], expected[1]);
}
TEST(float3x3, PostTransformationMultiplication)
{
float2 point(1.0f, 2.0f);
float3x3 translation = float3x3::from_translation(float2(5.0f, 3.0f));
float3x3 rotation = float3x3::from_rotation(M_PI_2);
float3x3 transformation = translation * rotation;
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], 3.0f);
EXPECT_FLOAT_EQ(result[1], 4.0f);
}
TEST(float3x3, PreTransformationMultiplication)
{
float2 point(1.0f, 2.0f);
float3x3 translation = float3x3::from_translation(float2(5.0f, 3.0f));
float3x3 rotation = float3x3::from_rotation(M_PI_2);
float3x3 transformation = rotation * translation;
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], -5.0f);
EXPECT_FLOAT_EQ(result[1], 6.0f);
}
TEST(float3x3, TransformationMultiplicationAssignment)
{
float2 point(1.0f, 2.0f);
float3x3 transformation = float3x3::from_translation(float2(5.0f, 3.0f));
transformation *= float3x3::from_rotation(M_PI_2);
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], 3.0f);
EXPECT_FLOAT_EQ(result[1], 4.0f);
}
TEST(float3x3, Inverted)
{
float2 point(1.0f, 2.0f);
float3x3 transformation = float3x3::from_translation_rotation_scale(
float2(1.0f, 3.0f), M_PI_4, float2(1.0f));
transformation *= transformation.inverted();
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], 1.0f);
EXPECT_FLOAT_EQ(result[1], 2.0f);
}
TEST(float3x3, Origin)
{
float2 point(1.0f, 2.0f);
float3x3 rotation = float3x3::from_rotation(M_PI_2);
float3x3 transformation = float3x3::from_origin_transformation(rotation, float2(0.0f, 2.0f));
float2 result = transformation * point;
EXPECT_FLOAT_EQ(result[0], 0.0f);
EXPECT_FLOAT_EQ(result[1], 3.0f);
}
} // namespace blender::tests
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