/** * @file v4math_tut.cpp * @author Adroit * @date 2007-03 * @brief v4math test cases. * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2008, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include #include "linden_common.h" #include "lltut.h" #include "llquaternion.h" #include "llsd.h" #include "m4math.h" #include "v4math.h" namespace tut { struct v4math_data { }; typedef test_group v4math_test; typedef v4math_test::object v4math_object; tut::v4math_test v4math_testcase("v4math"); template<> template<> void v4math_object::test<1>() { LLVector4 vec4; ensure("1:LLVector4:Fail to initialize " ,((0 == vec4.mV[VX]) && (0 == vec4.mV[VY]) && (0 == vec4.mV[VZ])&& (1.0f == vec4.mV[VW]))); F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; LLVector4 vec4a(x,y,z); ensure("2:LLVector4:Fail to initialize " ,((x == vec4a.mV[VX]) && (y == vec4a.mV[VY]) && (z == vec4a.mV[VZ])&& (1.0f == vec4a.mV[VW]))); LLVector4 vec4b(x,y,z,w); ensure("3:LLVector4:Fail to initialize " ,((x == vec4b.mV[VX]) && (y == vec4b.mV[VY]) && (z == vec4b.mV[VZ])&& (w == vec4b.mV[VW]))); const F32 vec[4] = {.112f ,23.2f, -4.2f, -.0001f}; LLVector4 vec4c(vec); ensure("4:LLVector4:Fail to initialize " ,((vec[0] == vec4c.mV[VX]) && (vec[1] == vec4c.mV[VY]) && (vec[2] == vec4c.mV[VZ])&& (vec[3] == vec4c.mV[VW]))); LLVector3 vec3(-2.23f,1.01f,42.3f); LLVector4 vec4d(vec3); ensure("5:LLVector4:Fail to initialize " ,((vec3.mV[VX] == vec4d.mV[VX]) && (vec3.mV[VY] == vec4d.mV[VY]) && (vec3.mV[VZ] == vec4d.mV[VZ])&& (1.f == vec4d.mV[VW]))); F32 w1 = -.234f; LLVector4 vec4e(vec3,w1); ensure("6:LLVector4:Fail to initialize " ,((vec3.mV[VX] == vec4e.mV[VX]) && (vec3.mV[VY] == vec4e.mV[VY]) && (vec3.mV[VZ] == vec4e.mV[VZ])&& (w1 == vec4e.mV[VW]))); } template<> template<> void v4math_object::test<2>() { F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; LLVector4 vec4; vec4.setVec(x,y,z); ensure("1:setVec:Fail to initialize " ,((x == vec4.mV[VX]) && (y == vec4.mV[VY]) && (z == vec4.mV[VZ])&& (1.0f == vec4.mV[VW]))); vec4.clearVec(); ensure("2:clearVec:Fail " ,((0 == vec4.mV[VX]) && (0 == vec4.mV[VY]) && (0 == vec4.mV[VZ])&& (1.0f == vec4.mV[VW]))); vec4.setVec(x,y,z,w); ensure("3:setVec:Fail to initialize " ,((x == vec4.mV[VX]) && (y == vec4.mV[VY]) && (z == vec4.mV[VZ])&& (w == vec4.mV[VW]))); vec4.zeroVec(); ensure("4:zeroVec:Fail " ,((0 == vec4.mV[VX]) && (0 == vec4.mV[VY]) && (0 == vec4.mV[VZ])&& (0 == vec4.mV[VW]))); LLVector3 vec3(-2.23f,1.01f,42.3f); vec4.clearVec(); vec4.setVec(vec3); ensure("5:setVec:Fail to initialize " ,((vec3.mV[VX] == vec4.mV[VX]) && (vec3.mV[VY] == vec4.mV[VY]) && (vec3.mV[VZ] == vec4.mV[VZ])&& (1.f == vec4.mV[VW]))); F32 w1 = -.234f; vec4.zeroVec(); vec4.setVec(vec3,w1); ensure("6:setVec:Fail to initialize " ,((vec3.mV[VX] == vec4.mV[VX]) && (vec3.mV[VY] == vec4.mV[VY]) && (vec3.mV[VZ] == vec4.mV[VZ])&& (w1 == vec4.mV[VW]))); const F32 vec[4] = {.112f ,23.2f, -4.2f, -.0001f}; LLVector4 vec4a; vec4a.setVec(vec); ensure("7:setVec:Fail to initialize " ,((vec[0] == vec4a.mV[VX]) && (vec[1] == vec4a.mV[VY]) && (vec[2] == vec4a.mV[VZ])&& (vec[3] == vec4a.mV[VW]))); } template<> template<> void v4math_object::test<3>() { F32 x = 10.f, y = -2.3f, z = -.023f; LLVector4 vec4(x,y,z); ensure("magVec:Fail ", is_approx_equal(vec4.magVec(), fsqrtf(x*x + y*y + z*z))); ensure("magVecSquared:Fail ", is_approx_equal(vec4.magVecSquared(), (x*x + y*y + z*z))); } template<> template<> void v4math_object::test<4>() { F32 x = 10.f, y = -2.3f, z = -.023f; LLVector4 vec4(x,y,z); F32 mag = vec4.normVec(); mag = 1.f/ mag; ensure("1:normVec: Fail " ,is_approx_equal(mag*x,vec4.mV[VX]) && is_approx_equal(mag*y, vec4.mV[VY])&& is_approx_equal(mag*z, vec4.mV[VZ])); x = 0.000000001f, y = 0.000000001f, z = 0.000000001f; vec4.clearVec(); vec4.setVec(x,y,z); mag = vec4.normVec(); ensure("2:normVec: Fail " ,is_approx_equal(mag*x,vec4.mV[VX]) && is_approx_equal(mag*y, vec4.mV[VY])&& is_approx_equal(mag*z, vec4.mV[VZ])); } template<> template<> void v4math_object::test<5>() { F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; LLVector4 vec4(x,y,z,w); vec4.abs(); ensure("abs:Fail " ,((x == vec4.mV[VX]) && (-y == vec4.mV[VY]) && (-z == vec4.mV[VZ])&& (-w == vec4.mV[VW]))); vec4.clearVec(); ensure("isExactlyClear:Fail " ,(TRUE == vec4.isExactlyClear())); vec4.zeroVec(); ensure("isExactlyZero:Fail " ,(TRUE == vec4.isExactlyZero())); } template<> template<> void v4math_object::test<6>() { F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; LLVector4 vec4(x,y,z,w),vec4a; vec4a = vec4.scaleVec(vec4); ensure("scaleVec:Fail " ,(is_approx_equal(x*x, vec4a.mV[VX]) && is_approx_equal(y*y, vec4a.mV[VY]) && is_approx_equal(z*z, vec4a.mV[VZ])&& is_approx_equal(w*w, vec4a.mV[VW]))); } template<> template<> void v4math_object::test<7>() { F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; LLVector4 vec4(x,y,z,w); ensure("1:operator [] failed " ,( x == vec4[0])); ensure("2:operator [] failed " ,( y == vec4[1])); ensure("3:operator [] failed " ,( z == vec4[2])); ensure("4:operator [] failed " ,( w == vec4[3])); x = 23.f, y = -.2361f, z = 3.25; vec4.setVec(x,y,z); F32 &ref1 = vec4[0]; ensure("5:operator [] failed " ,( ref1 == vec4[0])); F32 &ref2 = vec4[1]; ensure("6:operator [] failed " ,( ref2 == vec4[1])); F32 &ref3 = vec4[2]; ensure("7:operator [] failed " ,( ref3 == vec4[2])); F32 &ref4 = vec4[3]; ensure("8:operator [] failed " ,( ref4 == vec4[3])); } template<> template<> void v4math_object::test<8>() { #if LL_DEBUG && LL_WINDOWS && _MSC_VER >= 1400 skip_fail("This fails on VS2005 debug builds!"); #else #if LL_WINDOWS && _MSC_VER < 1400 skip_fail("This fails on VS2003!"); #else F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; const F32 val[10] = {1.f,2.f,3.f,.34f,.1f,-.5f,2.f,1.23f,1.234f,.89f}; LLMatrix4 mat(val); LLVector4 vec4(x,y,z,w),vec4a; vec4.rotVec(mat); vec4a.setVec(x,y,z,w); vec4a.rotVec(mat); ensure_equals("1:rotVec: Fail " ,vec4a, vec4); F32 a = 2.32f, b = -23.2f, c = -34.1112f, d = 1.010112f; LLQuaternion q(a,b,c,d); LLVector4 vec4b(a,b,c,d),vec4c; vec4b.rotVec(q); vec4c.setVec(a, b, c, d); vec4c.rotVec(q); ensure_equals("2:rotVec: Fail " ,vec4b, vec4c); #endif #endif } template<> template<> void v4math_object::test<9>() { F32 x = 10.f, y = -2.3f, z = -.023f, w = -2.0f; LLVector4 vec4(x,y,z,w),vec4a;; std::ostringstream stream1, stream2; stream1 << vec4; vec4a.setVec(x,y,z,w); stream2 << vec4a; ensure("operator << failed",(stream1.str() == stream2.str())); } template<> template<> void v4math_object::test<10>() { F32 x1 = 1.f, y1 = 2.f, z1 = -1.1f, w1 = .23f; F32 x2 = 1.2f, y2 = 2.5f, z2 = 1.f, w2 = 1.3f; LLVector4 vec4(x1,y1,z1,w1),vec4a(x2,y2,z2,w2),vec4b; vec4b = vec4a + vec4; ensure("1:operator+:Fail to initialize " ,(is_approx_equal(x1+x2,vec4b.mV[VX]) && is_approx_equal(y1+y2,vec4b.mV[VY]) && is_approx_equal(z1+z2,vec4b.mV[VZ]))); x1 = -2.45f, y1 = 2.1f, z1 = 3.0f; vec4.clearVec(); vec4a.clearVec(); vec4.setVec(x1,y1,z1); vec4a +=vec4; ensure_equals("2:operator+=: Fail to initialize", vec4a,vec4); vec4a += vec4; ensure("3:operator+=:Fail to initialize " ,(is_approx_equal(2*x1,vec4a.mV[VX]) && is_approx_equal(2*y1,vec4a.mV[VY]) && is_approx_equal(2*z1,vec4a.mV[VZ]))); } template<> template<> void v4math_object::test<11>() { F32 x1 = 1.f, y1 = 2.f, z1 = -1.1f, w1 = .23f; F32 x2 = 1.2f, y2 = 2.5f, z2 = 1.f, w2 = 1.3f; LLVector4 vec4(x1,y1,z1,w1),vec4a(x2,y2,z2,w2),vec4b; vec4b = vec4a - vec4; ensure("1:operator-:Fail to initialize " ,(is_approx_equal(x2-x1,vec4b.mV[VX]) && is_approx_equal(y2-y1,vec4b.mV[VY]) && is_approx_equal(z2-z1,vec4b.mV[VZ]))); x1 = -2.45f, y1 = 2.1f, z1 = 3.0f; vec4.clearVec(); vec4a.clearVec(); vec4.setVec(x1,y1,z1); vec4a -=vec4; ensure_equals("2:operator-=: Fail to initialize" , vec4a,-vec4); vec4a -=vec4; ensure("3:operator-=:Fail to initialize " ,(is_approx_equal(-2*x1,vec4a.mV[VX]) && is_approx_equal(-2*y1,vec4a.mV[VY]) && is_approx_equal(-2*z1,vec4a.mV[VZ]))); } template<> template<> void v4math_object::test<12>() { F32 x1 = 1.f, y1 = 2.f, z1 = -1.1f; F32 x2 = 1.2f, y2 = 2.5f, z2 = 1.f; LLVector4 vec4(x1,y1,z1),vec4a(x2,y2,z2); F32 res = vec4 * vec4a; ensure("1:operator* failed " ,is_approx_equal(res, x1*x2 + y1*y2 + z1*z2)); vec4a.clearVec(); F32 mulVal = 4.2f; vec4a = vec4 * mulVal; ensure("2:operator* failed " ,is_approx_equal(x1*mulVal,vec4a.mV[VX]) && is_approx_equal(y1*mulVal, vec4a.mV[VY])&& is_approx_equal(z1*mulVal, vec4a.mV[VZ])); vec4a.clearVec(); vec4a = mulVal * vec4 ; ensure("3:operator* failed " ,is_approx_equal(x1*mulVal, vec4a.mV[VX]) && is_approx_equal(y1*mulVal, vec4a.mV[VY])&& is_approx_equal(z1*mulVal, vec4a.mV[VZ])); vec4 *= mulVal; ensure("4:operator*= failed " ,is_approx_equal(x1*mulVal, vec4.mV[VX]) && is_approx_equal(y1*mulVal, vec4.mV[VY])&& is_approx_equal(z1*mulVal, vec4.mV[VZ])); } template<> template<> void v4math_object::test<13>() { F32 x1 = 1.f, y1 = 2.f, z1 = -1.1f; F32 x2 = 1.2f, y2 = 2.5f, z2 = 1.f; LLVector4 vec4(x1,y1,z1),vec4a(x2,y2,z2),vec4b; vec4b = vec4 % vec4a; ensure("1:operator% failed " ,is_approx_equal(y1*z2 - y2*z1, vec4b.mV[VX]) && is_approx_equal(z1*x2 -z2*x1, vec4b.mV[VY]) && is_approx_equal(x1*y2-x2*y1, vec4b.mV[VZ])); vec4 %= vec4a; ensure_equals("operator%= failed " ,vec4,vec4b); } template<> template<> void v4math_object::test<14>() { F32 x = 1.f, y = 2.f, z = -1.1f,div = 4.2f; F32 t = 1.f / div; LLVector4 vec4(x,y,z), vec4a; vec4a = vec4/div; ensure("1:operator/ failed " ,is_approx_equal(x*t, vec4a.mV[VX]) && is_approx_equal(y*t, vec4a.mV[VY])&& is_approx_equal(z*t, vec4a.mV[VZ])); x = 1.23f, y = 4.f, z = -2.32f; vec4.clearVec(); vec4a.clearVec(); vec4.setVec(x,y,z); vec4a = vec4/div; ensure("2:operator/ failed " ,is_approx_equal(x*t, vec4a.mV[VX]) && is_approx_equal(y*t, vec4a.mV[VY])&& is_approx_equal(z*t, vec4a.mV[VZ])); vec4 /= div; ensure("3:operator/ failed " ,is_approx_equal(x*t, vec4.mV[VX]) && is_approx_equal(y*t, vec4.mV[VY])&& is_approx_equal(z*t, vec4.mV[VZ])); } template<> template<> void v4math_object::test<15>() { F32 x = 1.f, y = 2.f, z = -1.1f; LLVector4 vec4(x,y,z), vec4a; ensure("operator!= failed " ,(vec4 != vec4a)); vec4a = vec4; ensure("operator== failed " ,(vec4 ==vec4a)); } template<> template<> void v4math_object::test<16>() { F32 x = 1.f, y = 2.f, z = -1.1f; LLVector4 vec4(x,y,z), vec4a; vec4a = - vec4; ensure("operator- failed " , (vec4 == - vec4a)); } template<> template<> void v4math_object::test<17>() { F32 x = 1.f, y = 2.f, z = -1.1f,epsilon = .23425f; LLVector4 vec4(x,y,z), vec4a(x,y,z); ensure("1:are_parallel: Fail " ,(TRUE == are_parallel(vec4a,vec4,epsilon))); x = 21.f, y = 12.f, z = -123.1f; vec4a.clearVec(); vec4a.setVec(x,y,z); ensure("2:are_parallel: Fail " ,(FALSE == are_parallel(vec4a,vec4,epsilon))); } template<> template<> void v4math_object::test<18>() { F32 x = 1.f, y = 2.f, z = -1.1f; F32 angle1, angle2; LLVector4 vec4(x,y,z), vec4a(x,y,z); angle1 = angle_between(vec4, vec4a); vec4.normVec(); vec4a.normVec(); angle2 = acos(vec4 * vec4a); ensure_approximately_equals("1:angle_between: Fail " ,angle1,angle2,8); F32 x1 = 21.f, y1 = 2.23f, z1 = -1.1f; LLVector4 vec4b(x,y,z), vec4c(x1,y1,z1); angle1 = angle_between(vec4b, vec4c); vec4b.normVec(); vec4c.normVec(); angle2 = acos(vec4b * vec4c); ensure_approximately_equals("2:angle_between: Fail " ,angle1,angle2,8); } template<> template<> void v4math_object::test<19>() { F32 x1 =-2.3f, y1 = 2.f,z1 = 1.2f, x2 = 1.3f, y2 = 1.f, z2 = 1.f; F32 val1,val2; LLVector4 vec4(x1,y1,z1),vec4a(x2,y2,z2); val1 = dist_vec(vec4,vec4a); val2 = fsqrtf((x1 - x2)*(x1 - x2) + (y1 - y2)* (y1 - y2) + (z1 - z2)* (z1 -z2)); ensure_equals("dist_vec: Fail ",val2, val1); val1 = dist_vec_squared(vec4,vec4a); val2 =((x1 - x2)*(x1 - x2) + (y1 - y2)* (y1 - y2) + (z1 - z2)* (z1 -z2)); ensure_equals("dist_vec_squared: Fail ",val2, val1); } template<> template<> void v4math_object::test<20>() { F32 x1 =-2.3f, y1 = 2.f,z1 = 1.2f, w1 = -.23f, x2 = 1.3f, y2 = 1.f, z2 = 1.f,w2 = .12f; F32 val = 2.3f,val1,val2,val3,val4; LLVector4 vec4(x1,y1,z1,w1),vec4a(x2,y2,z2,w2); val1 = x1 + (x2 - x1)* val; val2 = y1 + (y2 - y1)* val; val3 = z1 + (z2 - z1)* val; val4 = w1 + (w2 - w1)* val; LLVector4 vec4b = lerp(vec4,vec4a,val); ensure("lerp failed", ((val1 ==vec4b.mV[VX])&& (val2 ==vec4b.mV[VY]) && (val3 ==vec4b.mV[VZ])&& (val4 ==vec4b.mV[VW]))); } template<> template<> void v4math_object::test<21>() { F32 x = 1.f, y = 2.f, z = -1.1f; LLVector4 vec4(x,y,z); LLVector3 vec3 = vec4to3(vec4); ensure("vec4to3 failed", ((x == vec3.mV[VX])&& (y == vec3.mV[VY]) && (z == vec3.mV[VZ]))); LLVector4 vec4a = vec3to4(vec3); ensure_equals("vec3to4 failed",vec4a,vec4); } template<> template<> void v4math_object::test<22>() { F32 x = 1.f, y = 2.f, z = -1.1f; LLVector4 vec4(x,y,z); LLSD llsd = vec4.getValue(); LLVector3 vec3(llsd); LLVector4 vec4a = vec3to4(vec3); ensure_equals("getValue failed",vec4a,vec4); } }