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Unified Diff: cc/base/math_util_unittest.cc

Issue 2551263002: Don't add duplicate points when clipping (Closed)
Patch Set: Move Test function into class for export Created 3 years, 11 months ago
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Index: cc/base/math_util_unittest.cc
diff --git a/cc/base/math_util_unittest.cc b/cc/base/math_util_unittest.cc
index 446bdf55438abf767ec8a12cc6b11a8e444e8f9a..9afc1ecffcb4a26aa94af891c121c12e722d03f6 100644
--- a/cc/base/math_util_unittest.cc
+++ b/cc/base/math_util_unittest.cc
@@ -11,6 +11,7 @@
#include "cc/test/geometry_test_utils.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
+#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/transform.h"
@@ -455,5 +456,176 @@ TEST(MathUtilTest, RoundDownUnderflow) {
EXPECT_TRUE(MathUtil::VerifyRoundDown<int16_t>(-123, 50));
}
+#define EXPECT_SIMILAR_VALUE(x, y) \
+ EXPECT_TRUE(MathUtil::IsNearlyTheSameForTesting(x, y))
+#define EXPECT_DISSIMILAR_VALUE(x, y) \
+ EXPECT_FALSE(MathUtil::IsNearlyTheSameForTesting(x, y))
+
+// Arbitrary point that shouldn't be different from zero.
+static const float zeroish = 1.0e-11f;
+
+TEST(MathUtilTest, Approximate) {
+ // Same should be similar.
+ EXPECT_SIMILAR_VALUE(1.0f, 1.0f);
+
+ // Zero should not cause similarity issues.
+ EXPECT_SIMILAR_VALUE(0.0f, 0.0f);
+
+ // Chosen sensitivity makes hardware sense, whether small or large.
+ EXPECT_SIMILAR_VALUE(0.0f, std::nextafter(0.0f, 1.0f));
+ EXPECT_SIMILAR_VALUE(1000000.0f, std::nextafter(1000000.0f, 0.0f));
+
+ // Make sure that neither the side you approach, nor the order of
+ // parameters matter at the borderline case.
+ EXPECT_SIMILAR_VALUE(std::nextafter(0.0f, 1.0f), 0.0f);
+ EXPECT_SIMILAR_VALUE(std::nextafter(1000000.0f, 0.0f), 1000000.0f);
+ EXPECT_SIMILAR_VALUE(0.0f, std::nextafter(0.0f, -1.0f));
+ EXPECT_SIMILAR_VALUE(1000000.0f, std::nextafter(1000000.0f, 1e9f));
+ EXPECT_SIMILAR_VALUE(std::nextafter(0.0f, -1.0f), 0.0f);
+ EXPECT_SIMILAR_VALUE(std::nextafter(1000000.0f, 1e9f), 1000000.0f);
+
+ // Double check our arbitrary constant. Mostly this is for the
+ // following Point tests.
+ EXPECT_SIMILAR_VALUE(0.0f, zeroish);
+
+ // Arbitrary point that is different from one for Approximate tests.
+ EXPECT_SIMILAR_VALUE(1.0f, 1.000001f);
+
+ // Arbitrary (large) difference close to 1.
+ EXPECT_SIMILAR_VALUE(10000000.0f, 10000001.0f);
+
+ // Make sure one side being zero doesn't hide real differences.
+ EXPECT_DISSIMILAR_VALUE(0.0f, 1.0f);
+ EXPECT_DISSIMILAR_VALUE(1.0f, 0.0f);
+
+ // Make sure visible differences don't disappear.
+ EXPECT_DISSIMILAR_VALUE(1.0f, 2.0f);
+ EXPECT_DISSIMILAR_VALUE(10000.0f, 10001.0f);
+}
+
+#define EXPECT_SIMILAR_POINT_F(x, y) \
+ EXPECT_TRUE(MathUtil::IsNearlyTheSameForTesting(gfx::PointF x, gfx::PointF y))
+#define EXPECT_DISSIMILAR_POINT_F(x, y) \
+ EXPECT_FALSE( \
+ MathUtil::IsNearlyTheSameForTesting(gfx::PointF x, gfx::PointF y))
+
+TEST(MathUtilTest, ApproximatePointF) {
+ // Same is similar.
+ EXPECT_SIMILAR_POINT_F((0.0f, 0.0f), (0.0f, 0.0f));
+
+ // Not over sensitive on each axis.
+ EXPECT_SIMILAR_POINT_F((zeroish, 0.0f), (0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_F((0.0f, zeroish), (0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_F((0.0f, 0.0f), (zeroish, 0.0f));
+ EXPECT_SIMILAR_POINT_F((0.0f, 0.0f), (0.0f, zeroish));
+
+ // Still sensitive to any axis.
+ EXPECT_DISSIMILAR_POINT_F((1.0f, 0.0f), (0.0f, 0.0f));
+ EXPECT_DISSIMILAR_POINT_F((0.0f, 1.0f), (0.0f, 0.0f));
+ EXPECT_DISSIMILAR_POINT_F((0.0f, 0.0f), (1.0f, 0.0f));
+ EXPECT_DISSIMILAR_POINT_F((0.0f, 0.0f), (0.0f, 1.0f));
+
+ // Not crossed over, sensitive on each side of each axis.
+ EXPECT_SIMILAR_POINT_F((0.0f, 1.0f), (0.0f, 1.0f));
+ EXPECT_SIMILAR_POINT_F((1.0f, 2.0f), (1.0f, 2.0f));
+ EXPECT_DISSIMILAR_POINT_F((3.0f, 2.0f), (1.0f, 2.0f));
+ EXPECT_DISSIMILAR_POINT_F((1.0f, 3.0f), (1.0f, 1.0f));
+ EXPECT_DISSIMILAR_POINT_F((1.0f, 2.0f), (3.0f, 2.0f));
+ EXPECT_DISSIMILAR_POINT_F((1.0f, 2.0f), (1.0f, 3.0f));
+}
+
+#define EXPECT_SIMILAR_POINT_3F(x, y) \
+ EXPECT_TRUE( \
+ MathUtil::IsNearlyTheSameForTesting(gfx::Point3F x, gfx::Point3F y))
+#define EXPECT_DISSIMILAR_POINT_3F(x, y) \
+ EXPECT_FALSE( \
+ MathUtil::IsNearlyTheSameForTesting(gfx::Point3F x, gfx::Point3F y))
+
+TEST(MathUtilTest, ApproximatePoint3F) {
+ // Same same.
+ EXPECT_SIMILAR_POINT_3F((0.0f, 0.0f, 0.0f), (0.0f, 0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_3F((zeroish, 0.0f, 0.0f), (0.0f, 0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_3F((0.0f, zeroish, 0.0f), (0.0f, 0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_3F((0.0f, 0.0f, zeroish), (0.0f, 0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_3F((0.0f, 0.0f, 0.0f), (zeroish, 0.0f, 0.0f));
+ EXPECT_SIMILAR_POINT_3F((0.0f, 0.0f, 0.0f), (0.0f, zeroish, 0.0f));
+ EXPECT_SIMILAR_POINT_3F((0.0f, 0.0f, 0.0f), (0.0f, 0.0f, zeroish));
+
+ // Not crossed over, sensitive on each side of each axis.
+ EXPECT_SIMILAR_POINT_3F((1.0f, 2.0f, 3.0f), (1.0f, 2.0f, 3.0f));
+ EXPECT_DISSIMILAR_POINT_3F((4.0f, 2.0f, 3.0f), (1.0f, 2.0f, 3.0f));
+ EXPECT_DISSIMILAR_POINT_3F((1.0f, 4.0f, 3.0f), (1.0f, 1.0f, 3.0f));
+ EXPECT_DISSIMILAR_POINT_3F((1.0f, 2.0f, 4.0f), (1.0f, 2.0f, 1.0f));
+ EXPECT_DISSIMILAR_POINT_3F((1.0f, 2.0f, 3.0f), (4.0f, 2.0f, 3.0f));
+ EXPECT_DISSIMILAR_POINT_3F((1.0f, 2.0f, 3.0f), (1.0f, 4.0f, 3.0f));
+ EXPECT_DISSIMILAR_POINT_3F((1.0f, 2.0f, 3.0f), (1.0f, 2.0f, 4.0f));
+}
+
+// This takes a quad for which two points, (at x = -99) are behind and below
+// the eyepoint and checks to make sure we build a triangle. We used to build
+// a degenerate quad.
+TEST(MathUtilTest, MapClippedQuadDuplicateTriangle) {
+ gfx::Transform transform;
+ transform.MakeIdentity();
+ transform.ApplyPerspectiveDepth(50.0);
+ transform.RotateAboutYAxis(89.0);
+ // We are amost looking along the X-Y plane from (-50, almost 0)
+
+ gfx::QuadF src_quad(gfx::PointF(0.0f, 100.0f), gfx::PointF(0.0f, -100.0f),
+ gfx::PointF(-99.0f, -300.0f),
+ gfx::PointF(-99.0f, -100.0f));
+
+ gfx::PointF clipped_quad[8];
+ int num_vertices_in_clipped_quad;
+
+ MathUtil::MapClippedQuad(transform, src_quad, clipped_quad,
+ &num_vertices_in_clipped_quad);
+
+ EXPECT_EQ(num_vertices_in_clipped_quad, 3);
+}
+
+// This takes a quad for which two points, (at x = -99) are behind and below
+// the eyepoint and checks to make sure we build a triangle. We used to build
+// a degenerate quad. The quirk here is that the two shared points are first
+// and last, not sequential.
+TEST(MathUtilTest, MapClippedQuadDuplicateTriangleWrapped) {
+ gfx::Transform transform;
+ transform.MakeIdentity();
+ transform.ApplyPerspectiveDepth(50.0);
+ transform.RotateAboutYAxis(89.0);
+
+ gfx::QuadF src_quad(gfx::PointF(-99.0f, -100.0f), gfx::PointF(0.0f, 100.0f),
+ gfx::PointF(0.0f, -100.0f), gfx::PointF(-99.0f, -300.0f));
+
+ gfx::PointF clipped_quad[8];
+ int num_vertices_in_clipped_quad;
+
+ MathUtil::MapClippedQuad(transform, src_quad, clipped_quad,
+ &num_vertices_in_clipped_quad);
+
+ EXPECT_EQ(num_vertices_in_clipped_quad, 3);
+}
+
+// Here we map and clip a quad with only one point that disappears to infinity
+// behind us. We don't want two vertices at infinity crossing in and out
+// of w < 0 space.
+TEST(MathUtilTest, MapClippedQuadDuplicateQuad) {
+ gfx::Transform transform;
+ transform.MakeIdentity();
+ transform.ApplyPerspectiveDepth(50.0);
+ transform.RotateAboutYAxis(89.0);
+
+ gfx::QuadF src_quad(gfx::PointF(0.0f, 100.0f), gfx::PointF(400.0f, 0.0f),
+ gfx::PointF(0.0f, -100.0f), gfx::PointF(-99.0f, -300.0f));
+
+ gfx::PointF clipped_quad[8];
+ int num_vertices_in_clipped_quad;
+
+ MathUtil::MapClippedQuad(transform, src_quad, clipped_quad,
+ &num_vertices_in_clipped_quad);
+
+ EXPECT_EQ(num_vertices_in_clipped_quad, 4);
+}
+
} // namespace
} // namespace cc
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