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..ce2883a3d0eb3541a60d4055473f414dae2d05e7 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 +456,149 @@ TEST(MathUtilTest, RoundDownUnderflow) { |
EXPECT_TRUE(MathUtil::VerifyRoundDown<int16_t>(-123, 50)); |
} |
+// This makes the code in the test read like the code in the implementation |
+// despite the defensively named thunk that exposes the functionality for us. |
+#define approx(x, y) IsApproximatelyForUnitTesting(x, y) |
flackr
2016/12/08 23:31:06
nit: Maybe this should be something like EXPECT_AP
Peter Mayo
2016/12/14 23:13:11
Picked EXPECT_SIMILAR... and EXPECT_DISSIMILAR...
|
+ |
+TEST(MathUtilTest, Approximate) { |
+ // Same |
+ EXPECT_TRUE(approx(0.0f, 0.0f)); |
+ // Chose sensitivity makes hardware sense. |
+ EXPECT_TRUE(approx(1000000.0f, std::nextafter(1000000.0f, 0.0f))); |
+ // Arbitrary point close to 1 |
+ EXPECT_TRUE(approx(1.0f, 1.000001f)); |
+ // Arbitrary difference close to 1 |
+ EXPECT_TRUE(approx(10000000.0f, 10000001.0f)); |
+ |
+ // Please don't define scales by zero |
+ EXPECT_FALSE(approx(0.0f, 1.0f)); |
+ EXPECT_FALSE(approx(1.0f, 0.0f)); |
+ // Or have visible differences disappear. |
+ EXPECT_FALSE(approx(10000.0f, 10001.0f)); |
+} |
+ |
+TEST(MathUtilTest, ApproximatePointF) { |
+ // Same same. |
+ EXPECT_TRUE(approx(gfx::PointF(0.0f, 0.0f), gfx::PointF(0.0f, 0.0f))); |
Peter Mayo
2016/12/14 23:13:11
We can use a cover to get rid of the constructor n
|
+ |
+ // Not over sensitive on each axis. |
+ EXPECT_TRUE(approx(gfx::PointF(1.000001f, 0.0f), gfx::PointF(1.0f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::PointF(0.0f, 1.000001f), gfx::PointF(0.0f, 1.0f))); |
+ EXPECT_TRUE(approx(gfx::PointF(1.0f, 0.0f), gfx::PointF(1.000001f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::PointF(0.0f, 1.0f), gfx::PointF(0.0f, 1.000001f))); |
+ EXPECT_TRUE( |
+ approx(gfx::PointF(0.00000000001f, 0.0f), gfx::PointF(0.0f, 0.0f))); |
+ |
+ // Still sensitive to each axis. |
+ EXPECT_FALSE(approx(gfx::PointF(0.0f, 1.0f), gfx::PointF(0.0f, 0.0f))); |
+ EXPECT_FALSE(approx(gfx::PointF(1.0f, 0.0f), gfx::PointF(0.0f, 0.0f))); |
+ EXPECT_FALSE(approx(gfx::PointF(0.0f, 0.0f), gfx::PointF(1.0f, 0.0f))); |
+ EXPECT_FALSE(approx(gfx::PointF(0.0f, 0.0f), gfx::PointF(0.0f, 1.0f))); |
+ |
+ // Not crossed over. |
+ EXPECT_TRUE(approx(gfx::PointF(0.0f, 1.0f), gfx::PointF(0.0f, 1.0f))); |
+} |
+ |
+TEST(MathUtilTest, ApproximatePoint3F) { |
+ // Same same. |
+ static const float zeroish = 1.0e-11f; |
+ EXPECT_TRUE( |
+ approx(gfx::Point3F(0.0f, 0.0f, 0.0f), gfx::Point3F(0.0f, 0.0f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::Point3F(zeroish, 0.0f, 0.0f), |
+ gfx::Point3F(0.0f, 0.0f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::Point3F(0.0f, zeroish, 0.0f), |
+ gfx::Point3F(0.0f, 0.0f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::Point3F(0.0f, 0.0f, zeroish), |
+ gfx::Point3F(0.0f, 0.0f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::Point3F(0.0f, 0.0f, 0.0f), |
+ gfx::Point3F(zeroish, 0.0f, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::Point3F(0.0f, 0.0f, 0.0f), |
+ gfx::Point3F(0.0f, zeroish, 0.0f))); |
+ EXPECT_TRUE(approx(gfx::Point3F(0.0f, 0.0f, 0.0f), |
+ gfx::Point3F(0.0f, 0.0f, zeroish))); |
+ |
+ // Not crossed over, sensitive on each side of each axis. |
+ EXPECT_TRUE( |
+ approx(gfx::Point3F(1.0f, 2.0f, 3.0f), gfx::Point3F(1.0f, 2.0f, 3.0f))); |
+ EXPECT_FALSE( |
+ approx(gfx::Point3F(4.0f, 2.0f, 3.0f), gfx::Point3F(1.0f, 2.0f, 3.0f))); |
+ EXPECT_FALSE( |
+ approx(gfx::Point3F(1.0f, 4.0f, 3.0f), gfx::Point3F(1.0f, 1.0f, 3.0f))); |
+ EXPECT_FALSE( |
+ approx(gfx::Point3F(1.0f, 2.0f, 4.0f), gfx::Point3F(1.0f, 2.0f, 1.0f))); |
+ EXPECT_FALSE( |
+ approx(gfx::Point3F(1.0f, 2.0f, 3.0f), gfx::Point3F(4.0f, 2.0f, 3.0f))); |
+ EXPECT_FALSE( |
+ approx(gfx::Point3F(1.0f, 2.0f, 3.0f), gfx::Point3F(1.0f, 4.0f, 3.0f))); |
+ EXPECT_FALSE( |
+ approx(gfx::Point3F(1.0f, 2.0f, 3.0f), gfx::Point3F(1.0f, 2.0f, 4.0f))); |
+} |
+ |
+// This takes a quad for which two points, (at x = -99) are behind and below |
+// the eypoint and checks to make sure we build a triangle. We used to build |
+// a degnerate 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 eypoint and checks to make sure we build a triangle. We used to build |
+// a degnerate 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 verticies at inifinity 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 |