Index: cc/math_util_unittest.cc |
diff --git a/cc/math_util_unittest.cc b/cc/math_util_unittest.cc |
index 6dc2ced738672fc91fbe396c16fe7c174ebbc034..d00603bbb33c0602b193cc9190adb7d6aa48616a 100644 |
--- a/cc/math_util_unittest.cc |
+++ b/cc/math_util_unittest.cc |
@@ -16,70 +16,6 @@ |
namespace cc { |
namespace { |
-TEST(MathUtilTest, verifyBackfaceVisibilityBasicCases) |
-{ |
- gfx::Transform transform; |
- |
- transform.MakeIdentity(); |
- EXPECT_FALSE(transform.IsBackFaceVisible()); |
- |
- transform.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&transform, 0, 80, 0); |
- EXPECT_FALSE(transform.IsBackFaceVisible()); |
- |
- transform.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&transform, 0, 100, 0); |
- EXPECT_TRUE(transform.IsBackFaceVisible()); |
- |
- // Edge case, 90 degree rotation should return false. |
- transform.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&transform, 0, 90, 0); |
- EXPECT_FALSE(transform.IsBackFaceVisible()); |
-} |
- |
-TEST(MathUtilTest, verifyBackfaceVisibilityForPerspective) |
-{ |
- gfx::Transform layerSpaceToProjectionPlane; |
- |
- // This tests if IsBackFaceVisible works properly under perspective transforms. |
- // Specifically, layers that may have their back face visible in orthographic |
- // projection, may not actually have back face visible under perspective projection. |
- |
- // Case 1: Layer is rotated by slightly more than 90 degrees, at the center of the |
- // prespective projection. In this case, the layer's back-side is visible to |
- // the camera. |
- layerSpaceToProjectionPlane.MakeIdentity(); |
- layerSpaceToProjectionPlane.ApplyPerspectiveDepth(1); |
- layerSpaceToProjectionPlane.Translate3d(0, 0, 0); |
- MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 100, 0); |
- EXPECT_TRUE(layerSpaceToProjectionPlane.IsBackFaceVisible()); |
- |
- // Case 2: Layer is rotated by slightly more than 90 degrees, but shifted off to the |
- // side of the camera. Because of the wide field-of-view, the layer's front |
- // side is still visible. |
- // |
- // |<-- front side of layer is visible to perspective camera |
- // \ | / |
- // \ | / |
- // \| / |
- // | / |
- // |\ /<-- camera field of view |
- // | \ / |
- // back side of layer -->| \ / |
- // \./ <-- camera origin |
- // |
- layerSpaceToProjectionPlane.MakeIdentity(); |
- layerSpaceToProjectionPlane.ApplyPerspectiveDepth(1); |
- layerSpaceToProjectionPlane.Translate3d(-10, 0, 0); |
- MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 100, 0); |
- EXPECT_FALSE(layerSpaceToProjectionPlane.IsBackFaceVisible()); |
- |
- // Case 3: Additionally rotating the layer by 180 degrees should of course show the |
- // opposite result of case 2. |
- MathUtil::rotateEulerAngles(&layerSpaceToProjectionPlane, 0, 180, 0); |
- EXPECT_TRUE(layerSpaceToProjectionPlane.IsBackFaceVisible()); |
-} |
- |
TEST(MathUtilTest, verifyProjectionOfPerpendicularPlane) |
{ |
// In this case, the m33() element of the transform becomes zero, which could cause a |
@@ -178,1068 +114,5 @@ TEST(MathUtilTest, vectorProjection) |
projectedVector.y() / targetVector.y()); |
} |
-// TODO(shawnsingh): these macros are redundant with those from |
-// web_transformation_matrix_unittests, but for now they |
-// are different enough to be appropriate here. |
- |
-#define EXPECT_ROW1_EQ(a, b, c, d, transform) \ |
- EXPECT_FLOAT_EQ((a), (transform).matrix().getDouble(0, 0)); \ |
- EXPECT_FLOAT_EQ((b), (transform).matrix().getDouble(0, 1)); \ |
- EXPECT_FLOAT_EQ((c), (transform).matrix().getDouble(0, 2)); \ |
- EXPECT_FLOAT_EQ((d), (transform).matrix().getDouble(0, 3)); |
- |
-#define EXPECT_ROW2_EQ(a, b, c, d, transform) \ |
- EXPECT_FLOAT_EQ((a), (transform).matrix().getDouble(1, 0)); \ |
- EXPECT_FLOAT_EQ((b), (transform).matrix().getDouble(1, 1)); \ |
- EXPECT_FLOAT_EQ((c), (transform).matrix().getDouble(1, 2)); \ |
- EXPECT_FLOAT_EQ((d), (transform).matrix().getDouble(1, 3)); |
- |
-#define EXPECT_ROW3_EQ(a, b, c, d, transform) \ |
- EXPECT_FLOAT_EQ((a), (transform).matrix().getDouble(2, 0)); \ |
- EXPECT_FLOAT_EQ((b), (transform).matrix().getDouble(2, 1)); \ |
- EXPECT_FLOAT_EQ((c), (transform).matrix().getDouble(2, 2)); \ |
- EXPECT_FLOAT_EQ((d), (transform).matrix().getDouble(2, 3)); |
- |
-#define EXPECT_ROW4_EQ(a, b, c, d, transform) \ |
- EXPECT_FLOAT_EQ((a), (transform).matrix().getDouble(3, 0)); \ |
- EXPECT_FLOAT_EQ((b), (transform).matrix().getDouble(3, 1)); \ |
- EXPECT_FLOAT_EQ((c), (transform).matrix().getDouble(3, 2)); \ |
- EXPECT_FLOAT_EQ((d), (transform).matrix().getDouble(3, 3)); |
- |
-// Checking float values for equality close to zero is not robust using EXPECT_FLOAT_EQ |
-// (see gtest documentation). So, to verify rotation matrices, we must use a looser |
-// absolute error threshold in some places. |
-#define EXPECT_ROW1_NEAR(a, b, c, d, transform, errorThreshold) \ |
- EXPECT_NEAR((a), (transform).matrix().getDouble(0, 0), (errorThreshold)); \ |
- EXPECT_NEAR((b), (transform).matrix().getDouble(0, 1), (errorThreshold)); \ |
- EXPECT_NEAR((c), (transform).matrix().getDouble(0, 2), (errorThreshold)); \ |
- EXPECT_NEAR((d), (transform).matrix().getDouble(0, 3), (errorThreshold)); |
- |
-#define EXPECT_ROW2_NEAR(a, b, c, d, transform, errorThreshold) \ |
- EXPECT_NEAR((a), (transform).matrix().getDouble(1, 0), (errorThreshold)); \ |
- EXPECT_NEAR((b), (transform).matrix().getDouble(1, 1), (errorThreshold)); \ |
- EXPECT_NEAR((c), (transform).matrix().getDouble(1, 2), (errorThreshold)); \ |
- EXPECT_NEAR((d), (transform).matrix().getDouble(1, 3), (errorThreshold)); |
- |
-#define EXPECT_ROW3_NEAR(a, b, c, d, transform, errorThreshold) \ |
- EXPECT_NEAR((a), (transform).matrix().getDouble(2, 0), (errorThreshold)); \ |
- EXPECT_NEAR((b), (transform).matrix().getDouble(2, 1), (errorThreshold)); \ |
- EXPECT_NEAR((c), (transform).matrix().getDouble(2, 2), (errorThreshold)); \ |
- EXPECT_NEAR((d), (transform).matrix().getDouble(2, 3), (errorThreshold)); |
- |
-#define ERROR_THRESHOLD 1e-14 |
-#define LOOSE_ERROR_THRESHOLD 1e-7 |
- |
-static void initializeTestMatrix(gfx::Transform* transform) |
-{ |
- SkMatrix44& matrix = transform->matrix(); |
- matrix.setDouble(0, 0, 10); |
- matrix.setDouble(1, 0, 11); |
- matrix.setDouble(2, 0, 12); |
- matrix.setDouble(3, 0, 13); |
- matrix.setDouble(0, 1, 14); |
- matrix.setDouble(1, 1, 15); |
- matrix.setDouble(2, 1, 16); |
- matrix.setDouble(3, 1, 17); |
- matrix.setDouble(0, 2, 18); |
- matrix.setDouble(1, 2, 19); |
- matrix.setDouble(2, 2, 20); |
- matrix.setDouble(3, 2, 21); |
- matrix.setDouble(0, 3, 22); |
- matrix.setDouble(1, 3, 23); |
- matrix.setDouble(2, 3, 24); |
- matrix.setDouble(3, 3, 25); |
- |
- // Sanity check |
- EXPECT_ROW1_EQ(10, 14, 18, 22, (*transform)); |
- EXPECT_ROW2_EQ(11, 15, 19, 23, (*transform)); |
- EXPECT_ROW3_EQ(12, 16, 20, 24, (*transform)); |
- EXPECT_ROW4_EQ(13, 17, 21, 25, (*transform)); |
-} |
- |
-static void initializeTestMatrix2(gfx::Transform* transform) |
-{ |
- SkMatrix44& matrix = transform->matrix(); |
- matrix.setDouble(0, 0, 30); |
- matrix.setDouble(1, 0, 31); |
- matrix.setDouble(2, 0, 32); |
- matrix.setDouble(3, 0, 33); |
- matrix.setDouble(0, 1, 34); |
- matrix.setDouble(1, 1, 35); |
- matrix.setDouble(2, 1, 36); |
- matrix.setDouble(3, 1, 37); |
- matrix.setDouble(0, 2, 38); |
- matrix.setDouble(1, 2, 39); |
- matrix.setDouble(2, 2, 40); |
- matrix.setDouble(3, 2, 41); |
- matrix.setDouble(0, 3, 42); |
- matrix.setDouble(1, 3, 43); |
- matrix.setDouble(2, 3, 44); |
- matrix.setDouble(3, 3, 45); |
- |
- // Sanity check |
- EXPECT_ROW1_EQ(30, 34, 38, 42, (*transform)); |
- EXPECT_ROW2_EQ(31, 35, 39, 43, (*transform)); |
- EXPECT_ROW3_EQ(32, 36, 40, 44, (*transform)); |
- EXPECT_ROW4_EQ(33, 37, 41, 45, (*transform)); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyDefaultConstructorCreatesIdentityMatrix) |
-{ |
- gfx::Transform A; |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- EXPECT_TRUE(A.IsIdentity()); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyCreateGfxTransformFor2dElements) |
-{ |
- gfx::Transform A = MathUtil::createGfxTransform(1, 2, 3, 4, 5, 6); |
- EXPECT_ROW1_EQ(1, 3, 0, 5, A); |
- EXPECT_ROW2_EQ(2, 4, 0, 6, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyCreateGfxTransformForAllElements) |
-{ |
- gfx::Transform A = MathUtil::createGfxTransform(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); |
- EXPECT_ROW1_EQ(1, 5, 9, 13, A); |
- EXPECT_ROW2_EQ(2, 6, 10, 14, A); |
- EXPECT_ROW3_EQ(3, 7, 11, 15, A); |
- EXPECT_ROW4_EQ(4, 8, 12, 16, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyCopyConstructor) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- |
- // Copy constructor should produce exact same elements as matrix A. |
- gfx::Transform B(A); |
- EXPECT_ROW1_EQ(10, 14, 18, 22, B); |
- EXPECT_ROW2_EQ(11, 15, 19, 23, B); |
- EXPECT_ROW3_EQ(12, 16, 20, 24, B); |
- EXPECT_ROW4_EQ(13, 17, 21, 25, B); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyTo2DTransform) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- |
- gfx::Transform B = MathUtil::to2dTransform(A); |
- |
- EXPECT_ROW1_EQ(10, 14, 0, 22, B); |
- EXPECT_ROW2_EQ(11, 15, 0, 23, B); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, B); |
- EXPECT_ROW4_EQ(13, 17, 0, 25, B); |
- |
- // Note that to2DTransform should not have changed the original matrix. |
- EXPECT_ROW1_EQ(10, 14, 18, 22, A); |
- EXPECT_ROW2_EQ(11, 15, 19, 23, A); |
- EXPECT_ROW3_EQ(12, 16, 20, 24, A); |
- EXPECT_ROW4_EQ(13, 17, 21, 25, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyAssignmentOperator) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- gfx::Transform B; |
- initializeTestMatrix2(&B); |
- gfx::Transform C; |
- initializeTestMatrix2(&C); |
- C = B = A; |
- |
- // Both B and C should now have been re-assigned to the value of A. |
- EXPECT_ROW1_EQ(10, 14, 18, 22, B); |
- EXPECT_ROW2_EQ(11, 15, 19, 23, B); |
- EXPECT_ROW3_EQ(12, 16, 20, 24, B); |
- EXPECT_ROW4_EQ(13, 17, 21, 25, B); |
- |
- EXPECT_ROW1_EQ(10, 14, 18, 22, C); |
- EXPECT_ROW2_EQ(11, 15, 19, 23, C); |
- EXPECT_ROW3_EQ(12, 16, 20, 24, C); |
- EXPECT_ROW4_EQ(13, 17, 21, 25, C); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyEqualsBooleanOperator) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- |
- gfx::Transform B; |
- initializeTestMatrix(&B); |
- EXPECT_TRUE(A == B); |
- |
- // Modifying multiple elements should cause equals operator to return false. |
- gfx::Transform C; |
- initializeTestMatrix2(&C); |
- EXPECT_FALSE(A == C); |
- |
- // Modifying any one individual element should cause equals operator to return false. |
- gfx::Transform D; |
- D = A; |
- D.matrix().setDouble(0, 0, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(1, 0, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(2, 0, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(3, 0, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(0, 1, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(1, 1, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(2, 1, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(3, 1, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(0, 2, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(1, 2, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(2, 2, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(3, 2, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(0, 3, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(1, 3, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(2, 3, 0); |
- EXPECT_FALSE(A == D); |
- |
- D = A; |
- D.matrix().setDouble(3, 3, 0); |
- EXPECT_FALSE(A == D); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyMultiplyOperator) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- |
- gfx::Transform B; |
- initializeTestMatrix2(&B); |
- |
- gfx::Transform C = A * B; |
- EXPECT_ROW1_EQ(2036, 2292, 2548, 2804, C); |
- EXPECT_ROW2_EQ(2162, 2434, 2706, 2978, C); |
- EXPECT_ROW3_EQ(2288, 2576, 2864, 3152, C); |
- EXPECT_ROW4_EQ(2414, 2718, 3022, 3326, C); |
- |
- // Just an additional sanity check; matrix multiplication is not commutative. |
- EXPECT_FALSE(A * B == B * A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyMultiplyAndAssignOperator) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- |
- gfx::Transform B; |
- initializeTestMatrix2(&B); |
- |
- A *= B; |
- EXPECT_ROW1_EQ(2036, 2292, 2548, 2804, A); |
- EXPECT_ROW2_EQ(2162, 2434, 2706, 2978, A); |
- EXPECT_ROW3_EQ(2288, 2576, 2864, 3152, A); |
- EXPECT_ROW4_EQ(2414, 2718, 3022, 3326, A); |
- |
- // Just an additional sanity check; matrix multiplication is not commutative. |
- gfx::Transform C = A; |
- C *= B; |
- gfx::Transform D = B; |
- D *= A; |
- EXPECT_FALSE(C == D); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyMatrixMultiplication) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- |
- gfx::Transform B; |
- initializeTestMatrix2(&B); |
- |
- A.PreconcatTransform(B); |
- EXPECT_ROW1_EQ(2036, 2292, 2548, 2804, A); |
- EXPECT_ROW2_EQ(2162, 2434, 2706, 2978, A); |
- EXPECT_ROW3_EQ(2288, 2576, 2864, 3152, A); |
- EXPECT_ROW4_EQ(2414, 2718, 3022, 3326, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyMakeIdentiy) |
-{ |
- gfx::Transform A; |
- initializeTestMatrix(&A); |
- A.MakeIdentity(); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- EXPECT_TRUE(A.IsIdentity()); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyTranslate) |
-{ |
- gfx::Transform A; |
- A.Translate(2, 3); |
- EXPECT_ROW1_EQ(1, 0, 0, 2, A); |
- EXPECT_ROW2_EQ(0, 1, 0, 3, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that Translate() post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale(5, 5); |
- A.Translate(2, 3); |
- EXPECT_ROW1_EQ(5, 0, 0, 10, A); |
- EXPECT_ROW2_EQ(0, 5, 0, 15, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyTranslate3d) |
-{ |
- gfx::Transform A; |
- A.Translate3d(2, 3, 4); |
- EXPECT_ROW1_EQ(1, 0, 0, 2, A); |
- EXPECT_ROW2_EQ(0, 1, 0, 3, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 4, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that Translate3d() post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.Translate3d(2, 3, 4); |
- EXPECT_ROW1_EQ(6, 0, 0, 12, A); |
- EXPECT_ROW2_EQ(0, 7, 0, 21, A); |
- EXPECT_ROW3_EQ(0, 0, 8, 32, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyScale) |
-{ |
- gfx::Transform A; |
- A.Scale(6, 7); |
- EXPECT_ROW1_EQ(6, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 7, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that Scale() post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Translate3d(2, 3, 4); |
- A.Scale(6, 7); |
- EXPECT_ROW1_EQ(6, 0, 0, 2, A); |
- EXPECT_ROW2_EQ(0, 7, 0, 3, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 4, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyScale3d) |
-{ |
- gfx::Transform A; |
- A.Scale3d(6, 7, 8); |
- EXPECT_ROW1_EQ(6, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 7, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that scale3d() post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Translate3d(2, 3, 4); |
- A.Scale3d(6, 7, 8); |
- EXPECT_ROW1_EQ(6, 0, 0, 2, A); |
- EXPECT_ROW2_EQ(0, 7, 0, 3, A); |
- EXPECT_ROW3_EQ(0, 0, 8, 4, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotate) |
-{ |
- gfx::Transform A; |
- A.Rotate(90); |
- EXPECT_ROW1_NEAR(0, -1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that Rotate() post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.Rotate(90); |
- EXPECT_ROW1_NEAR(0, -6, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(7, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateEulerAngles) |
-{ |
- gfx::Transform A; |
- |
- // Check rotation about z-axis |
- A.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&A, 0, 0, 90); |
- EXPECT_ROW1_NEAR(0, -1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Check rotation about x-axis |
- A.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&A, 90, 0, 0); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_NEAR(0, 0, -1, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(0, 1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Check rotation about y-axis. |
- // Note carefully, the expected pattern is inverted compared to rotating about x axis or z axis. |
- A.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&A, 0, 90, 0); |
- EXPECT_ROW1_NEAR(0, 0, 1, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_NEAR(-1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that rotate3d(rx, ry, rz) post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- MathUtil::rotateEulerAngles(&A, 0, 0, 90); |
- EXPECT_ROW1_NEAR(0, -6, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(7, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateEulerAnglesOrderOfCompositeRotations) |
-{ |
- // Rotate3d(degreesX, degreesY, degreesZ) is actually composite transform consiting of |
- // three primitive rotations. This test verifies that the ordering of those three |
- // transforms is the intended ordering. |
- // |
- // The correct ordering for this test case should be: |
- // 1. rotate by 30 degrees about z-axis |
- // 2. rotate by 20 degrees about y-axis |
- // 3. rotate by 10 degrees about x-axis |
- // |
- // Note: there are 6 possible orderings of 3 transforms. For the specific transforms |
- // used in this test, all 6 combinations produce a unique matrix that is different |
- // from the other orderings. That way, this test verifies the exact ordering. |
- |
- gfx::Transform A; |
- A.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&A, 10, 20, 30); |
- |
- EXPECT_ROW1_NEAR(0.8137976813493738026394908, |
- -0.4409696105298823720630708, |
- 0.3785223063697923939763257, |
- 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(0.4698463103929541584413698, |
- 0.8825641192593856043657752, |
- 0.0180283112362972230968694, |
- 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(-0.3420201433256686573969318, |
- 0.1631759111665348205288950, |
- 0.9254165783983233639631294, |
- 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateAboutXAxis) |
-{ |
- gfx::Transform A; |
- double sin45 = 0.5 * sqrt(2.0); |
- double cos45 = sin45; |
- |
- A.MakeIdentity(); |
- A.RotateAboutXAxis(90); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_NEAR(0, 0, -1, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(0, 1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- A.MakeIdentity(); |
- A.RotateAboutXAxis(45); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_NEAR(0, cos45, -sin45, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(0, sin45, cos45, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that rotateAboutXAxis(angle) post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.RotateAboutXAxis(90); |
- EXPECT_ROW1_NEAR(6, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(0, 0, -7, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(0, 8, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateAboutYAxis) |
-{ |
- gfx::Transform A; |
- double sin45 = 0.5 * sqrt(2.0); |
- double cos45 = sin45; |
- |
- // Note carefully, the expected pattern is inverted compared to rotating about x axis or z axis. |
- A.MakeIdentity(); |
- A.RotateAboutYAxis(90); |
- EXPECT_ROW1_NEAR(0, 0, 1, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_NEAR(-1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- A.MakeIdentity(); |
- A.RotateAboutYAxis(45); |
- EXPECT_ROW1_NEAR(cos45, 0, sin45, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_NEAR(-sin45, 0, cos45, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that rotateAboutYAxis(angle) post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.RotateAboutYAxis(90); |
- EXPECT_ROW1_NEAR(0, 0, 6, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(0, 7, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(-8, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateAboutZAxis) |
-{ |
- gfx::Transform A; |
- double sin45 = 0.5 * sqrt(2.0); |
- double cos45 = sin45; |
- |
- A.MakeIdentity(); |
- A.RotateAboutZAxis(90); |
- EXPECT_ROW1_NEAR(0, -1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- A.MakeIdentity(); |
- A.RotateAboutZAxis(45); |
- EXPECT_ROW1_NEAR(cos45, -sin45, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(sin45, cos45, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that rotateAboutZAxis(angle) post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.RotateAboutZAxis(90); |
- EXPECT_ROW1_NEAR(0, -6, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(7, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateAboutForAlignedAxes) |
-{ |
- gfx::Transform A; |
- |
- // Check rotation about z-axis |
- A.MakeIdentity(); |
- A.RotateAbout(gfx::Vector3dF(0, 0, 1), 90); |
- EXPECT_ROW1_NEAR(0, -1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Check rotation about x-axis |
- A.MakeIdentity(); |
- A.RotateAbout(gfx::Vector3dF(1, 0, 0), 90); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_NEAR(0, 0, -1, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(0, 1, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Check rotation about y-axis. |
- // Note carefully, the expected pattern is inverted compared to rotating about x axis or z axis. |
- A.MakeIdentity(); |
- A.RotateAbout(gfx::Vector3dF(0, 1, 0), 90); |
- EXPECT_ROW1_NEAR(0, 0, 1, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_NEAR(-1, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that rotate3d(axis, angle) post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.RotateAboutZAxis(90); |
- EXPECT_ROW1_NEAR(0, -6, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(7, 0, 0, 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateAboutForArbitraryAxis) |
-{ |
- // Check rotation about an arbitrary non-axis-aligned vector. |
- gfx::Transform A; |
- A.RotateAbout(gfx::Vector3dF(1, 1, 1), 90); |
- EXPECT_ROW1_NEAR(0.3333333333333334258519187, |
- -0.2440169358562924717404030, |
- 0.9106836025229592124219380, |
- 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW2_NEAR(0.9106836025229592124219380, |
- 0.3333333333333334258519187, |
- -0.2440169358562924717404030, |
- 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW3_NEAR(-0.2440169358562924717404030, |
- 0.9106836025229592124219380, |
- 0.3333333333333334258519187, |
- 0, A, ERROR_THRESHOLD); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyRotateAboutForDegenerateAxis) |
-{ |
- // Check rotation about a degenerate zero vector. |
- // It is expected to skip applying the rotation. |
- gfx::Transform A; |
- |
- A.RotateAbout(gfx::Vector3dF(0, 0, 0), 45); |
- // Verify that A remains unchanged. |
- EXPECT_TRUE(A.IsIdentity()); |
- |
- initializeTestMatrix(&A); |
- A.RotateAbout(gfx::Vector3dF(0, 0, 0), 35); |
- |
- // Verify that A remains unchanged. |
- EXPECT_ROW1_EQ(10, 14, 18, 22, A); |
- EXPECT_ROW2_EQ(11, 15, 19, 23, A); |
- EXPECT_ROW3_EQ(12, 16, 20, 24, A); |
- EXPECT_ROW4_EQ(13, 17, 21, 25, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifySkewX) |
-{ |
- gfx::Transform A; |
- A.SkewX(45); |
- EXPECT_ROW1_EQ(1, 1, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that skewX() post-multiplies the existing matrix. |
- // Row 1, column 2, would incorrectly have value "7" if the matrix is pre-multiplied instead of post-multiplied. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.SkewX(45); |
- EXPECT_ROW1_EQ(6, 6, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 7, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifySkewY) |
-{ |
- gfx::Transform A; |
- A.SkewY(45); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(1, 1, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
- |
- // Verify that skewY() post-multiplies the existing matrix. |
- // Row 2, column 1, would incorrectly have value "6" if the matrix is pre-multiplied instead of post-multiplied. |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- A.SkewY(45); |
- EXPECT_ROW1_EQ(6, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(7, 7, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 8, 0, A); |
- EXPECT_ROW4_EQ(0, 0, 0, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyPerspectiveDepth) |
-{ |
- gfx::Transform A; |
- A.ApplyPerspectiveDepth(1); |
- EXPECT_ROW1_EQ(1, 0, 0, 0, A); |
- EXPECT_ROW2_EQ(0, 1, 0, 0, A); |
- EXPECT_ROW3_EQ(0, 0, 1, 0, A); |
- EXPECT_ROW4_EQ(0, 0, -1, 1, A); |
- |
- // Verify that PerspectiveDepth() post-multiplies the existing matrix. |
- A.MakeIdentity(); |
- A.Translate3d(2, 3, 4); |
- A.ApplyPerspectiveDepth(1); |
- EXPECT_ROW1_EQ(1, 0, -2, 2, A); |
- EXPECT_ROW2_EQ(0, 1, -3, 3, A); |
- EXPECT_ROW3_EQ(0, 0, -3, 4, A); |
- EXPECT_ROW4_EQ(0, 0, -1, 1, A); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyHasPerspective) |
-{ |
- gfx::Transform A; |
- A.ApplyPerspectiveDepth(1); |
- EXPECT_TRUE(A.HasPerspective()); |
- |
- A.MakeIdentity(); |
- A.ApplyPerspectiveDepth(0); |
- EXPECT_FALSE(A.HasPerspective()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 0, -1); |
- EXPECT_TRUE(A.HasPerspective()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 1, -1); |
- EXPECT_TRUE(A.HasPerspective()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 2, -0.3); |
- EXPECT_TRUE(A.HasPerspective()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 3, 0.5); |
- EXPECT_TRUE(A.HasPerspective()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 3, 0); |
- EXPECT_TRUE(A.HasPerspective()); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyIsInvertible) |
-{ |
- gfx::Transform A; |
- |
- // Translations, rotations, scales, skews and arbitrary combinations of them are invertible. |
- A.MakeIdentity(); |
- EXPECT_TRUE(A.IsInvertible()); |
- |
- A.MakeIdentity(); |
- A.Translate3d(2, 3, 4); |
- EXPECT_TRUE(A.IsInvertible()); |
- |
- A.MakeIdentity(); |
- A.Scale3d(6, 7, 8); |
- EXPECT_TRUE(A.IsInvertible()); |
- |
- A.MakeIdentity(); |
- MathUtil::rotateEulerAngles(&A, 10, 20, 30); |
- EXPECT_TRUE(A.IsInvertible()); |
- |
- A.MakeIdentity(); |
- A.SkewX(45); |
- EXPECT_TRUE(A.IsInvertible()); |
- |
- // A perspective matrix (projection plane at z=0) is invertible. The intuitive |
- // explanation is that perspective is eqivalent to a skew of the w-axis; skews are |
- // invertible. |
- A.MakeIdentity(); |
- A.ApplyPerspectiveDepth(1); |
- EXPECT_TRUE(A.IsInvertible()); |
- |
- // A "pure" perspective matrix derived by similar triangles, with m44() set to zero |
- // (i.e. camera positioned at the origin), is not invertible. |
- A.MakeIdentity(); |
- A.ApplyPerspectiveDepth(1); |
- A.matrix().setDouble(3, 3, 0); |
- EXPECT_FALSE(A.IsInvertible()); |
- |
- // Adding more to a non-invertible matrix will not make it invertible in the general case. |
- A.MakeIdentity(); |
- A.ApplyPerspectiveDepth(1); |
- A.matrix().setDouble(3, 3, 0); |
- A.Scale3d(6, 7, 8); |
- MathUtil::rotateEulerAngles(&A, 10, 20, 30); |
- A.Translate3d(6, 7, 8); |
- EXPECT_FALSE(A.IsInvertible()); |
- |
- // A degenerate matrix of all zeros is not invertible. |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 0, 0); |
- A.matrix().setDouble(1, 1, 0); |
- A.matrix().setDouble(2, 2, 0); |
- A.matrix().setDouble(3, 3, 0); |
- EXPECT_FALSE(A.IsInvertible()); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyIsIdentity) |
-{ |
- gfx::Transform A; |
- |
- initializeTestMatrix(&A); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- EXPECT_TRUE(A.IsIdentity()); |
- |
- // Modifying any one individual element should cause the matrix to no longer be identity. |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 0, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 0, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 0, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 0, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 1, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 1, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 1, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 1, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 2, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 2, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 2, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 2, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 3, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 3, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 3, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 3, 2); |
- EXPECT_FALSE(A.IsIdentity()); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyIsIdentityOrTranslation) |
-{ |
- gfx::Transform A; |
- |
- initializeTestMatrix(&A); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- EXPECT_TRUE(A.IsIdentityOrTranslation()); |
- |
- // Modifying any non-translation components should cause IsIdentityOrTranslation() to |
- // return false. NOTE: (0, 3), (1, 3), and (2, 3) are the translation components, so |
- // modifying them should still return true. |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 0, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 0, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 0, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 0, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 1, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 1, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 1, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 1, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 2, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 2, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 2, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 2, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 3, 2); |
- EXPECT_TRUE(A.IsIdentityOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 3, 2); |
- EXPECT_TRUE(A.IsIdentityOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 3, 2); |
- EXPECT_TRUE(A.IsIdentityOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 3, 2); |
- EXPECT_FALSE(A.IsIdentityOrTranslation()); |
-} |
- |
-TEST(MathUtilGfxTransformTest, verifyIsScaleOrTranslation) |
-{ |
- gfx::Transform A; |
- |
- initializeTestMatrix(&A); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- // Modifying any non-scale or non-translation components should cause |
- // IsScaleOrTranslation() to return false. (0, 0), (1, 1), (2, 2), (0, 3), |
- // (1, 3), and (2, 3) are the scale and translation components, so |
- // modifying them should still return true. |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 0, 2); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 0, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 0, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 0, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 1, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 1, 2); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 1, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 1, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 2, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 2, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 2, 2); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 2, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(0, 3, 2); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(1, 3, 2); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- // Note carefully - expecting true here. |
- A.MakeIdentity(); |
- A.matrix().setDouble(2, 3, 2); |
- EXPECT_TRUE(A.IsScaleOrTranslation()); |
- |
- A.MakeIdentity(); |
- A.matrix().setDouble(3, 3, 2); |
- EXPECT_FALSE(A.IsScaleOrTranslation()); |
-} |
- |
} // namespace |
} // namespace cc |