Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(35)

Side by Side Diff: cc/math_util_unittest.cc

Issue 11418197: Move temporary MathUtil wrappers to permanent home in gfx::Transform (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Rebased and addressed reviewer feedback Created 8 years ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
« no previous file with comments | « cc/math_util.cc ('k') | cc/occlusion_tracker_unittest.cc » ('j') | no next file with comments »
Toggle Intra-line Diffs ('i') | Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
OLDNEW
1 // Copyright 2012 The Chromium Authors. All rights reserved. 1 // Copyright 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/math_util.h" 5 #include "cc/math_util.h"
6 6
7 #include <cmath> 7 #include <cmath>
8 8
9 #include "cc/test/geometry_test_utils.h" 9 #include "cc/test/geometry_test_utils.h"
10 #include "testing/gmock/include/gmock/gmock.h" 10 #include "testing/gmock/include/gmock/gmock.h"
11 #include "testing/gtest/include/gtest/gtest.h" 11 #include "testing/gtest/include/gtest/gtest.h"
12 #include "ui/gfx/rect.h" 12 #include "ui/gfx/rect.h"
13 #include "ui/gfx/rect_f.h" 13 #include "ui/gfx/rect_f.h"
14 #include "ui/gfx/transform.h" 14 #include "ui/gfx/transform.h"
15 15
16 namespace cc { 16 namespace cc {
17 namespace { 17 namespace {
18 18
19 TEST(MathUtilTest, verifyBackfaceVisibilityBasicCases) 19 TEST(MathUtilTest, verifyBackfaceVisibilityBasicCases)
20 { 20 {
21 gfx::Transform transform; 21 gfx::Transform transform;
22 22
23 transform.MakeIdentity(); 23 transform.MakeIdentity();
24 EXPECT_FALSE(MathUtil::isBackFaceVisible(transform)); 24 EXPECT_FALSE(transform.IsBackFaceVisible());
25 25
26 transform.MakeIdentity(); 26 transform.MakeIdentity();
27 MathUtil::rotateEulerAngles(&transform, 0, 80, 0); 27 MathUtil::rotateEulerAngles(&transform, 0, 80, 0);
28 EXPECT_FALSE(MathUtil::isBackFaceVisible(transform)); 28 EXPECT_FALSE(transform.IsBackFaceVisible());
29 29
30 transform.MakeIdentity(); 30 transform.MakeIdentity();
31 MathUtil::rotateEulerAngles(&transform, 0, 100, 0); 31 MathUtil::rotateEulerAngles(&transform, 0, 100, 0);
32 EXPECT_TRUE(MathUtil::isBackFaceVisible(transform)); 32 EXPECT_TRUE(transform.IsBackFaceVisible());
33 33
34 // Edge case, 90 degree rotation should return false. 34 // Edge case, 90 degree rotation should return false.
35 transform.MakeIdentity(); 35 transform.MakeIdentity();
36 MathUtil::rotateEulerAngles(&transform, 0, 90, 0); 36 MathUtil::rotateEulerAngles(&transform, 0, 90, 0);
37 EXPECT_FALSE(MathUtil::isBackFaceVisible(transform)); 37 EXPECT_FALSE(transform.IsBackFaceVisible());
38 } 38 }
39 39
40 TEST(MathUtilTest, verifyBackfaceVisibilityForPerspective) 40 TEST(MathUtilTest, verifyBackfaceVisibilityForPerspective)
41 { 41 {
42 gfx::Transform layerSpaceToProjectionPlane; 42 gfx::Transform layerSpaceToProjectionPlane;
43 43
44 // This tests if isBackFaceVisible works properly under perspective transfor ms. 44 // This tests if IsBackFaceVisible works properly under perspective transfor ms.
45 // Specifically, layers that may have their back face visible in orthographi c 45 // Specifically, layers that may have their back face visible in orthographi c
46 // projection, may not actually have back face visible under perspective pro jection. 46 // projection, may not actually have back face visible under perspective pro jection.
47 47
48 // Case 1: Layer is rotated by slightly more than 90 degrees, at the center of the 48 // Case 1: Layer is rotated by slightly more than 90 degrees, at the center of the
49 // prespective projection. In this case, the layer's back-side is vi sible to 49 // prespective projection. In this case, the layer's back-side is vi sible to
50 // the camera. 50 // the camera.
51 layerSpaceToProjectionPlane.MakeIdentity(); 51 layerSpaceToProjectionPlane.MakeIdentity();
52 layerSpaceToProjectionPlane.ApplyPerspectiveDepth(1); 52 layerSpaceToProjectionPlane.ApplyPerspectiveDepth(1);
53 layerSpaceToProjectionPlane.Translate3d(0, 0, 0); 53 layerSpaceToProjectionPlane.Translate3d(0, 0, 0);
54 MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 100, 0); 54 MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 100, 0);
55 EXPECT_TRUE(MathUtil::isBackFaceVisible(layerSpaceToProjectionPlane)); 55 EXPECT_TRUE(layerSpaceToProjectionPlane.IsBackFaceVisible());
56 56
57 // Case 2: Layer is rotated by slightly more than 90 degrees, but shifted of f to the 57 // Case 2: Layer is rotated by slightly more than 90 degrees, but shifted of f to the
58 // side of the camera. Because of the wide field-of-view, the layer' s front 58 // side of the camera. Because of the wide field-of-view, the layer' s front
59 // side is still visible. 59 // side is still visible.
60 // 60 //
61 // |<-- front side of layer is visible to perspective camera 61 // |<-- front side of layer is visible to perspective camera
62 // \ | / 62 // \ | /
63 // \ | / 63 // \ | /
64 // \| / 64 // \| /
65 // | / 65 // | /
66 // |\ /<-- camera field of view 66 // |\ /<-- camera field of view
67 // | \ / 67 // | \ /
68 // back side of layer -->| \ / 68 // back side of layer -->| \ /
69 // \./ <-- camera origin 69 // \./ <-- camera origin
70 // 70 //
71 layerSpaceToProjectionPlane.MakeIdentity(); 71 layerSpaceToProjectionPlane.MakeIdentity();
72 layerSpaceToProjectionPlane.ApplyPerspectiveDepth(1); 72 layerSpaceToProjectionPlane.ApplyPerspectiveDepth(1);
73 layerSpaceToProjectionPlane.Translate3d(-10, 0, 0); 73 layerSpaceToProjectionPlane.Translate3d(-10, 0, 0);
74 MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 100, 0); 74 MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 100, 0);
75 EXPECT_FALSE(MathUtil::isBackFaceVisible(layerSpaceToProjectionPlane)); 75 EXPECT_FALSE(layerSpaceToProjectionPlane.IsBackFaceVisible());
76 76
77 // Case 3: Additionally rotating the layer by 180 degrees should of course s how the 77 // Case 3: Additionally rotating the layer by 180 degrees should of course s how the
78 // opposite result of case 2. 78 // opposite result of case 2.
79 MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 180, 0); 79 MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 180, 0);
80 EXPECT_TRUE(MathUtil::isBackFaceVisible(layerSpaceToProjectionPlane)); 80 EXPECT_TRUE(layerSpaceToProjectionPlane.IsBackFaceVisible());
81 } 81 }
82 82
83 TEST(MathUtilTest, verifyProjectionOfPerpendicularPlane) 83 TEST(MathUtilTest, verifyProjectionOfPerpendicularPlane)
84 { 84 {
85 // In this case, the m33() element of the transform becomes zero, which coul d cause a 85 // In this case, the m33() element of the transform becomes zero, which coul d cause a
86 // divide-by-zero when projecting points/quads. 86 // divide-by-zero when projecting points/quads.
87 87
88 gfx::Transform transform; 88 gfx::Transform transform;
89 transform.MakeIdentity(); 89 transform.MakeIdentity();
90 transform.matrix().setDouble(2, 2, 0); 90 transform.matrix().setDouble(2, 2, 0);
(...skipping 635 matching lines...) Expand 10 before | Expand all | Expand 10 after
726 0, A, ERROR_THRESHOLD); 726 0, A, ERROR_THRESHOLD);
727 EXPECT_ROW4_EQ(0, 0, 0, 1, A); 727 EXPECT_ROW4_EQ(0, 0, 0, 1, A);
728 } 728 }
729 729
730 TEST(MathUtilGfxTransformTest, verifyRotateAxisAngleForAlignedAxes) 730 TEST(MathUtilGfxTransformTest, verifyRotateAxisAngleForAlignedAxes)
731 { 731 {
732 gfx::Transform A; 732 gfx::Transform A;
733 733
734 // Check rotation about z-axis 734 // Check rotation about z-axis
735 A.MakeIdentity(); 735 A.MakeIdentity();
736 MathUtil::rotateAxisAngle(&A, 0, 0, 1, 90); 736 A.RotateAboutZAxis(90);
danakj 2012/11/28 20:52:17 I think you should duplicate this test with Rotate
737 EXPECT_ROW1_NEAR(0, -1, 0, 0, A, ERROR_THRESHOLD); 737 EXPECT_ROW1_NEAR(0, -1, 0, 0, A, ERROR_THRESHOLD);
738 EXPECT_ROW2_NEAR(1, 0, 0, 0, A, ERROR_THRESHOLD); 738 EXPECT_ROW2_NEAR(1, 0, 0, 0, A, ERROR_THRESHOLD);
739 EXPECT_ROW3_EQ(0, 0, 1, 0, A); 739 EXPECT_ROW3_EQ(0, 0, 1, 0, A);
740 EXPECT_ROW4_EQ(0, 0, 0, 1, A); 740 EXPECT_ROW4_EQ(0, 0, 0, 1, A);
741 741
742 // Check rotation about x-axis 742 // Check rotation about x-axis
743 A.MakeIdentity(); 743 A.MakeIdentity();
744 MathUtil::rotateAxisAngle(&A, 1, 0, 0, 90); 744 A.RotateAboutXAxis(90);
745 EXPECT_ROW1_EQ(1, 0, 0, 0, A); 745 EXPECT_ROW1_EQ(1, 0, 0, 0, A);
746 EXPECT_ROW2_NEAR(0, 0, -1, 0, A, ERROR_THRESHOLD); 746 EXPECT_ROW2_NEAR(0, 0, -1, 0, A, ERROR_THRESHOLD);
747 EXPECT_ROW3_NEAR(0, 1, 0, 0, A, ERROR_THRESHOLD); 747 EXPECT_ROW3_NEAR(0, 1, 0, 0, A, ERROR_THRESHOLD);
748 EXPECT_ROW4_EQ(0, 0, 0, 1, A); 748 EXPECT_ROW4_EQ(0, 0, 0, 1, A);
749 749
750 // Check rotation about y-axis. 750 // Check rotation about y-axis.
751 // Note carefully, the expected pattern is inverted compared to rotating abo ut x axis or z axis. 751 // Note carefully, the expected pattern is inverted compared to rotating abo ut x axis or z axis.
752 A.MakeIdentity(); 752 A.MakeIdentity();
753 MathUtil::rotateAxisAngle(&A, 0, 1, 0, 90); 753 A.RotateAboutYAxis(90);
754 EXPECT_ROW1_NEAR(0, 0, 1, 0, A, ERROR_THRESHOLD); 754 EXPECT_ROW1_NEAR(0, 0, 1, 0, A, ERROR_THRESHOLD);
755 EXPECT_ROW2_EQ(0, 1, 0, 0, A); 755 EXPECT_ROW2_EQ(0, 1, 0, 0, A);
756 EXPECT_ROW3_NEAR(-1, 0, 0, 0, A, ERROR_THRESHOLD); 756 EXPECT_ROW3_NEAR(-1, 0, 0, 0, A, ERROR_THRESHOLD);
757 EXPECT_ROW4_EQ(0, 0, 0, 1, A); 757 EXPECT_ROW4_EQ(0, 0, 0, 1, A);
758 758
759 // Verify that rotate3d(axis, angle) post-multiplies the existing matrix. 759 // Verify that rotate3d(axis, angle) post-multiplies the existing matrix.
760 A.MakeIdentity(); 760 A.MakeIdentity();
761 A.Scale3d(6, 7, 8); 761 A.Scale3d(6, 7, 8);
762 MathUtil::rotateAxisAngle(&A, 0, 0, 1, 90); 762 A.RotateAboutZAxis(90);
763 EXPECT_ROW1_NEAR(0, -6, 0, 0, A, ERROR_THRESHOLD); 763 EXPECT_ROW1_NEAR(0, -6, 0, 0, A, ERROR_THRESHOLD);
764 EXPECT_ROW2_NEAR(7, 0, 0, 0, A, ERROR_THRESHOLD); 764 EXPECT_ROW2_NEAR(7, 0, 0, 0, A, ERROR_THRESHOLD);
765 EXPECT_ROW3_EQ(0, 0, 8, 0, A); 765 EXPECT_ROW3_EQ(0, 0, 8, 0, A);
766 EXPECT_ROW4_EQ(0, 0, 0, 1, A); 766 EXPECT_ROW4_EQ(0, 0, 0, 1, A);
767 } 767 }
768 768
769 TEST(MathUtilGfxTransformTest, verifyRotateAxisAngleForArbitraryAxis) 769 TEST(MathUtilGfxTransformTest, verifyRotateAxisAngleForArbitraryAxis)
770 { 770 {
771 // Check rotation about an arbitrary non-axis-aligned vector. 771 // Check rotation about an arbitrary non-axis-aligned vector.
772 gfx::Transform A; 772 gfx::Transform A;
773 MathUtil::rotateAxisAngle(&A, 1, 1, 1, 90); 773 A.RotateAbout(gfx::Vector3dF(1, 1, 1), 90);
774 EXPECT_ROW1_NEAR(0.3333333333333334258519187, 774 EXPECT_ROW1_NEAR(0.3333333333333334258519187,
775 -0.2440169358562924717404030, 775 -0.2440169358562924717404030,
776 0.9106836025229592124219380, 776 0.9106836025229592124219380,
777 0, A, ERROR_THRESHOLD); 777 0, A, ERROR_THRESHOLD);
778 EXPECT_ROW2_NEAR(0.9106836025229592124219380, 778 EXPECT_ROW2_NEAR(0.9106836025229592124219380,
779 0.3333333333333334258519187, 779 0.3333333333333334258519187,
780 -0.2440169358562924717404030, 780 -0.2440169358562924717404030,
781 0, A, ERROR_THRESHOLD); 781 0, A, ERROR_THRESHOLD);
782 EXPECT_ROW3_NEAR(-0.2440169358562924717404030, 782 EXPECT_ROW3_NEAR(-0.2440169358562924717404030,
783 0.9106836025229592124219380, 783 0.9106836025229592124219380,
784 0.3333333333333334258519187, 784 0.3333333333333334258519187,
785 0, A, ERROR_THRESHOLD); 785 0, A, ERROR_THRESHOLD);
786 EXPECT_ROW4_EQ(0, 0, 0, 1, A); 786 EXPECT_ROW4_EQ(0, 0, 0, 1, A);
787 } 787 }
788 788
789 TEST(MathUtilGfxTransformTest, verifyRotateAxisAngleForDegenerateAxis) 789 TEST(MathUtilGfxTransformTest, verifyRotateAxisAngleForDegenerateAxis)
790 { 790 {
791 // Check rotation about a degenerate zero vector. 791 // Check rotation about a degenerate zero vector.
792 // It is expected to skip applying the rotation. 792 // It is expected to skip applying the rotation.
793 gfx::Transform A; 793 gfx::Transform A;
794 794
795 MathUtil::rotateAxisAngle(&A, 0, 0, 0, 45); 795 A.RotateAbout(gfx::Vector3dF(0, 0, 0), 45);
danakj 2012/11/28 20:42:59 I guess in my previous comment, I was also wonderi
danakj 2012/11/28 20:52:17 To answer my own question, I see this being used i
796 // Verify that A remains unchanged. 796 // Verify that A remains unchanged.
797 EXPECT_TRUE(A.IsIdentity()); 797 EXPECT_TRUE(A.IsIdentity());
798 798
799 initializeTestMatrix(&A); 799 initializeTestMatrix(&A);
800 MathUtil::rotateAxisAngle(&A, 0, 0, 0, 35); 800 A.RotateAbout(gfx::Vector3dF(0, 0, 0), 35);
801 801
802 // Verify that A remains unchanged. 802 // Verify that A remains unchanged.
803 EXPECT_ROW1_EQ(10, 14, 18, 22, A); 803 EXPECT_ROW1_EQ(10, 14, 18, 22, A);
804 EXPECT_ROW2_EQ(11, 15, 19, 23, A); 804 EXPECT_ROW2_EQ(11, 15, 19, 23, A);
805 EXPECT_ROW3_EQ(12, 16, 20, 24, A); 805 EXPECT_ROW3_EQ(12, 16, 20, 24, A);
806 EXPECT_ROW4_EQ(13, 17, 21, 25, A); 806 EXPECT_ROW4_EQ(13, 17, 21, 25, A);
807 } 807 }
808 808
809 TEST(MathUtilGfxTransformTest, verifySkewX) 809 TEST(MathUtilGfxTransformTest, verifySkewX)
810 { 810 {
(...skipping 51 matching lines...) Expand 10 before | Expand all | Expand 10 after
862 EXPECT_ROW1_EQ(1, 0, -2, 2, A); 862 EXPECT_ROW1_EQ(1, 0, -2, 2, A);
863 EXPECT_ROW2_EQ(0, 1, -3, 3, A); 863 EXPECT_ROW2_EQ(0, 1, -3, 3, A);
864 EXPECT_ROW3_EQ(0, 0, -3, 4, A); 864 EXPECT_ROW3_EQ(0, 0, -3, 4, A);
865 EXPECT_ROW4_EQ(0, 0, -1, 1, A); 865 EXPECT_ROW4_EQ(0, 0, -1, 1, A);
866 } 866 }
867 867
868 TEST(MathUtilGfxTransformTest, verifyHasPerspective) 868 TEST(MathUtilGfxTransformTest, verifyHasPerspective)
869 { 869 {
870 gfx::Transform A; 870 gfx::Transform A;
871 A.ApplyPerspectiveDepth(1); 871 A.ApplyPerspectiveDepth(1);
872 EXPECT_TRUE(MathUtil::hasPerspective(A)); 872 EXPECT_TRUE(A.HasPerspective());
873 873
874 A.MakeIdentity(); 874 A.MakeIdentity();
875 A.ApplyPerspectiveDepth(0); 875 A.ApplyPerspectiveDepth(0);
876 EXPECT_FALSE(MathUtil::hasPerspective(A)); 876 EXPECT_FALSE(A.HasPerspective());
877 877
878 A.MakeIdentity(); 878 A.MakeIdentity();
879 A.matrix().setDouble(3, 0, -1); 879 A.matrix().setDouble(3, 0, -1);
880 EXPECT_TRUE(MathUtil::hasPerspective(A)); 880 EXPECT_TRUE(A.HasPerspective());
881 881
882 A.MakeIdentity(); 882 A.MakeIdentity();
883 A.matrix().setDouble(3, 1, -1); 883 A.matrix().setDouble(3, 1, -1);
884 EXPECT_TRUE(MathUtil::hasPerspective(A)); 884 EXPECT_TRUE(A.HasPerspective());
885 885
886 A.MakeIdentity(); 886 A.MakeIdentity();
887 A.matrix().setDouble(3, 2, -0.3); 887 A.matrix().setDouble(3, 2, -0.3);
888 EXPECT_TRUE(MathUtil::hasPerspective(A)); 888 EXPECT_TRUE(A.HasPerspective());
889 889
890 A.MakeIdentity(); 890 A.MakeIdentity();
891 A.matrix().setDouble(3, 3, 0.5); 891 A.matrix().setDouble(3, 3, 0.5);
892 EXPECT_TRUE(MathUtil::hasPerspective(A)); 892 EXPECT_TRUE(A.HasPerspective());
893 893
894 A.MakeIdentity(); 894 A.MakeIdentity();
895 A.matrix().setDouble(3, 3, 0); 895 A.matrix().setDouble(3, 3, 0);
896 EXPECT_TRUE(MathUtil::hasPerspective(A)); 896 EXPECT_TRUE(A.HasPerspective());
897 } 897 }
898 898
899 TEST(MathUtilGfxTransformTest, verifyIsInvertible) 899 TEST(MathUtilGfxTransformTest, verifyIsInvertible)
900 { 900 {
901 gfx::Transform A; 901 gfx::Transform A;
902 902
903 // Translations, rotations, scales, skews and arbitrary combinations of them are invertible. 903 // Translations, rotations, scales, skews and arbitrary combinations of them are invertible.
904 A.MakeIdentity(); 904 A.MakeIdentity();
905 EXPECT_TRUE(A.IsInvertible()); 905 EXPECT_TRUE(A.IsInvertible());
906 906
(...skipping 119 matching lines...) Expand 10 before | Expand all | Expand 10 after
1026 A.MakeIdentity(); 1026 A.MakeIdentity();
1027 A.matrix().setDouble(3, 3, 2); 1027 A.matrix().setDouble(3, 3, 2);
1028 EXPECT_FALSE(A.IsIdentity()); 1028 EXPECT_FALSE(A.IsIdentity());
1029 } 1029 }
1030 1030
1031 TEST(MathUtilGfxTransformTest, verifyIsIdentityOrTranslation) 1031 TEST(MathUtilGfxTransformTest, verifyIsIdentityOrTranslation)
1032 { 1032 {
1033 gfx::Transform A; 1033 gfx::Transform A;
1034 1034
1035 initializeTestMatrix(&A); 1035 initializeTestMatrix(&A);
1036 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1036 EXPECT_FALSE(A.IsIdentityOrTranslation());
1037 1037
1038 A.MakeIdentity(); 1038 A.MakeIdentity();
1039 EXPECT_TRUE(MathUtil::isIdentityOrTranslation(A)); 1039 EXPECT_TRUE(A.IsIdentityOrTranslation());
1040 1040
1041 // Modifying any non-translation components should cause isIdentityOrTransla tion() to 1041 // Modifying any non-translation components should cause IsIdentityOrTransla tion() to
1042 // return false. NOTE: (0, 3), (1, 3), and (2, 3) are the translation compon ents, so 1042 // return false. NOTE: (0, 3), (1, 3), and (2, 3) are the translation compon ents, so
1043 // modifying them should still return true for isIdentityOrTranslation(). 1043 // modifying them should still return true.
1044 A.MakeIdentity(); 1044 A.MakeIdentity();
1045 A.matrix().setDouble(0, 0, 2); 1045 A.matrix().setDouble(0, 0, 2);
1046 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1046 EXPECT_FALSE(A.IsIdentityOrTranslation());
1047 1047
1048 A.MakeIdentity(); 1048 A.MakeIdentity();
1049 A.matrix().setDouble(1, 0, 2); 1049 A.matrix().setDouble(1, 0, 2);
1050 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1050 EXPECT_FALSE(A.IsIdentityOrTranslation());
1051 1051
1052 A.MakeIdentity(); 1052 A.MakeIdentity();
1053 A.matrix().setDouble(2, 0, 2); 1053 A.matrix().setDouble(2, 0, 2);
1054 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1054 EXPECT_FALSE(A.IsIdentityOrTranslation());
1055 1055
1056 A.MakeIdentity(); 1056 A.MakeIdentity();
1057 A.matrix().setDouble(3, 0, 2); 1057 A.matrix().setDouble(3, 0, 2);
1058 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1058 EXPECT_FALSE(A.IsIdentityOrTranslation());
1059 1059
1060 A.MakeIdentity(); 1060 A.MakeIdentity();
1061 A.matrix().setDouble(0, 0, 2); 1061 A.matrix().setDouble(0, 1, 2);
1062 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1062 EXPECT_FALSE(A.IsIdentityOrTranslation());
1063 1063
1064 A.MakeIdentity(); 1064 A.MakeIdentity();
1065 A.matrix().setDouble(1, 1, 2); 1065 A.matrix().setDouble(1, 1, 2);
1066 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1066 EXPECT_FALSE(A.IsIdentityOrTranslation());
1067 1067
1068 A.MakeIdentity(); 1068 A.MakeIdentity();
1069 A.matrix().setDouble(2, 1, 2); 1069 A.matrix().setDouble(2, 1, 2);
1070 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1070 EXPECT_FALSE(A.IsIdentityOrTranslation());
1071 1071
1072 A.MakeIdentity(); 1072 A.MakeIdentity();
1073 A.matrix().setDouble(3, 1, 2); 1073 A.matrix().setDouble(3, 1, 2);
1074 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1074 EXPECT_FALSE(A.IsIdentityOrTranslation());
1075 1075
1076 A.MakeIdentity(); 1076 A.MakeIdentity();
1077 A.matrix().setDouble(0, 2, 2); 1077 A.matrix().setDouble(0, 2, 2);
1078 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1078 EXPECT_FALSE(A.IsIdentityOrTranslation());
1079 1079
1080 A.MakeIdentity(); 1080 A.MakeIdentity();
1081 A.matrix().setDouble(1, 2, 2); 1081 A.matrix().setDouble(1, 2, 2);
1082 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1082 EXPECT_FALSE(A.IsIdentityOrTranslation());
1083 1083
1084 A.MakeIdentity(); 1084 A.MakeIdentity();
1085 A.matrix().setDouble(2, 2, 2); 1085 A.matrix().setDouble(2, 2, 2);
1086 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1086 EXPECT_FALSE(A.IsIdentityOrTranslation());
1087 1087
1088 A.MakeIdentity(); 1088 A.MakeIdentity();
1089 A.matrix().setDouble(3, 2, 2); 1089 A.matrix().setDouble(3, 2, 2);
1090 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1090 EXPECT_FALSE(A.IsIdentityOrTranslation());
1091 1091
1092 // Note carefully - expecting true here. 1092 // Note carefully - expecting true here.
1093 A.MakeIdentity(); 1093 A.MakeIdentity();
1094 A.matrix().setDouble(0, 3, 2); 1094 A.matrix().setDouble(0, 3, 2);
1095 EXPECT_TRUE(MathUtil::isIdentityOrTranslation(A)); 1095 EXPECT_TRUE(A.IsIdentityOrTranslation());
1096 1096
1097 // Note carefully - expecting true here. 1097 // Note carefully - expecting true here.
1098 A.MakeIdentity(); 1098 A.MakeIdentity();
1099 A.matrix().setDouble(1, 3, 2); 1099 A.matrix().setDouble(1, 3, 2);
1100 EXPECT_TRUE(MathUtil::isIdentityOrTranslation(A)); 1100 EXPECT_TRUE(A.IsIdentityOrTranslation());
1101 1101
1102 // Note carefully - expecting true here. 1102 // Note carefully - expecting true here.
1103 A.MakeIdentity(); 1103 A.MakeIdentity();
1104 A.matrix().setDouble(2, 3, 2); 1104 A.matrix().setDouble(2, 3, 2);
1105 EXPECT_TRUE(MathUtil::isIdentityOrTranslation(A)); 1105 EXPECT_TRUE(A.IsIdentityOrTranslation());
1106 1106
1107 A.MakeIdentity(); 1107 A.MakeIdentity();
1108 A.matrix().setDouble(3, 3, 2); 1108 A.matrix().setDouble(3, 3, 2);
1109 EXPECT_FALSE(MathUtil::isIdentityOrTranslation(A)); 1109 EXPECT_FALSE(A.IsIdentityOrTranslation());
1110 }
1111
1112 TEST(MathUtilGfxTransformTest, verifyIsScaleOrTranslation)
1113 {
1114 gfx::Transform A;
1115
1116 initializeTestMatrix(&A);
1117 EXPECT_FALSE(A.IsScaleOrTranslation());
1118
1119 A.MakeIdentity();
1120 EXPECT_TRUE(A.IsScaleOrTranslation());
1121
1122 // Modifying any non-scale or non-translation components should cause
1123 // IsScaleOrTranslation() to return false. (0, 0), (1, 1), (2, 2), (0, 3),
1124 // (1, 3), and (2, 3) are the scale and translation components, so
1125 // modifying them should still return true.
1126
1127 // Note carefully - expecting true here.
1128 A.MakeIdentity();
1129 A.matrix().setDouble(0, 0, 2);
1130 EXPECT_TRUE(A.IsScaleOrTranslation());
1131
1132 A.MakeIdentity();
1133 A.matrix().setDouble(1, 0, 2);
1134 EXPECT_FALSE(A.IsScaleOrTranslation());
1135
1136 A.MakeIdentity();
1137 A.matrix().setDouble(2, 0, 2);
1138 EXPECT_FALSE(A.IsScaleOrTranslation());
1139
1140 A.MakeIdentity();
1141 A.matrix().setDouble(3, 0, 2);
1142 EXPECT_FALSE(A.IsScaleOrTranslation());
1143
1144 A.MakeIdentity();
1145 A.matrix().setDouble(0, 1, 2);
1146 EXPECT_FALSE(A.IsScaleOrTranslation());
1147
1148 // Note carefully - expecting true here.
1149 A.MakeIdentity();
1150 A.matrix().setDouble(1, 1, 2);
1151 EXPECT_TRUE(A.IsScaleOrTranslation());
1152
1153 A.MakeIdentity();
1154 A.matrix().setDouble(2, 1, 2);
1155 EXPECT_FALSE(A.IsScaleOrTranslation());
1156
1157 A.MakeIdentity();
1158 A.matrix().setDouble(3, 1, 2);
1159 EXPECT_FALSE(A.IsScaleOrTranslation());
1160
1161 A.MakeIdentity();
1162 A.matrix().setDouble(0, 2, 2);
1163 EXPECT_FALSE(A.IsScaleOrTranslation());
1164
1165 A.MakeIdentity();
1166 A.matrix().setDouble(1, 2, 2);
1167 EXPECT_FALSE(A.IsScaleOrTranslation());
1168
1169 // Note carefully - expecting true here.
1170 A.MakeIdentity();
1171 A.matrix().setDouble(2, 2, 2);
1172 EXPECT_TRUE(A.IsScaleOrTranslation());
1173
1174 A.MakeIdentity();
1175 A.matrix().setDouble(3, 2, 2);
1176 EXPECT_FALSE(A.IsScaleOrTranslation());
1177
1178 // Note carefully - expecting true here.
1179 A.MakeIdentity();
1180 A.matrix().setDouble(0, 3, 2);
1181 EXPECT_TRUE(A.IsScaleOrTranslation());
1182
1183 // Note carefully - expecting true here.
1184 A.MakeIdentity();
1185 A.matrix().setDouble(1, 3, 2);
1186 EXPECT_TRUE(A.IsScaleOrTranslation());
1187
1188 // Note carefully - expecting true here.
1189 A.MakeIdentity();
1190 A.matrix().setDouble(2, 3, 2);
1191 EXPECT_TRUE(A.IsScaleOrTranslation());
1192
1193 A.MakeIdentity();
1194 A.matrix().setDouble(3, 3, 2);
1195 EXPECT_FALSE(A.IsScaleOrTranslation());
1110 } 1196 }
1111 1197
1112 } // namespace 1198 } // namespace
1113 } // namespace cc 1199 } // namespace cc
OLDNEW
« no previous file with comments | « cc/math_util.cc ('k') | cc/occlusion_tracker_unittest.cc » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698