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Unified Diff: chrome/browser/android/vr_shell/ui_scene_unittest.cc

Issue 2814443004: Refactor VR math off of GVR types, onto gfx types where possible. (Closed)
Patch Set: Fix tests Created 3 years, 8 months ago
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Index: chrome/browser/android/vr_shell/ui_scene_unittest.cc
diff --git a/chrome/browser/android/vr_shell/ui_scene_unittest.cc b/chrome/browser/android/vr_shell/ui_scene_unittest.cc
index 36a1e525b110792290c2c0858492debc4f25306f..427626c5c4f1d59bbf383d45313baee3ddc1db83 100644
--- a/chrome/browser/android/vr_shell/ui_scene_unittest.cc
+++ b/chrome/browser/android/vr_shell/ui_scene_unittest.cc
@@ -14,15 +14,16 @@
#include "chrome/browser/android/vr_shell/animation.h"
#include "chrome/browser/android/vr_shell/easing.h"
#include "chrome/browser/android/vr_shell/ui_elements.h"
-#include "chrome/browser/android/vr_shell/vr_math.h"
+#include "device/vr/vr_math.h"
+#include "device/vr/vr_types.h"
#include "testing/gtest/include/gtest/gtest.h"
#define TOLERANCE 0.0001
-#define EXPECT_VEC3F_NEAR(a, b) \
- EXPECT_NEAR(a.x, b.x, TOLERANCE); \
- EXPECT_NEAR(a.y, b.y, TOLERANCE); \
- EXPECT_NEAR(a.z, b.z, TOLERANCE);
+#define EXPECT_VEC3F_NEAR(a, b) \
+ EXPECT_NEAR(a.x(), b.x(), TOLERANCE); \
+ EXPECT_NEAR(a.y(), b.y(), TOLERANCE); \
+ EXPECT_NEAR(a.z(), b.z(), TOLERANCE);
namespace vr_shell {
@@ -132,14 +133,14 @@ TEST(UiScene, ParentTransformAppliesToChild) {
scene.AddUiElement(std::move(element));
const ContentRectangle* child = scene.GetUiElementById(1);
- const gvr::Vec3f origin({0, 0, 0});
- const gvr::Vec3f point({1, 0, 0});
+ const gfx::Vector3dF origin(0, 0, 0);
+ const gfx::Vector3dF point(1, 0, 0);
scene.UpdateTransforms(usToTicks(0));
- auto new_origin = MatrixVectorMul(child->TransformMatrix(), origin);
- auto new_point = MatrixVectorMul(child->TransformMatrix(), point);
- EXPECT_VEC3F_NEAR(gvr::Vec3f({6, 10, 0}), new_origin);
- EXPECT_VEC3F_NEAR(gvr::Vec3f({0, 10, 0}), new_point);
+ auto new_origin = vr::MatrixVectorMul(child->TransformMatrix(), origin);
+ auto new_point = vr::MatrixVectorMul(child->TransformMatrix(), point);
+ EXPECT_VEC3F_NEAR(gfx::Vector3dF(6, 10, 0), new_origin);
+ EXPECT_VEC3F_NEAR(gfx::Vector3dF(0, 10, 0), new_point);
}
TEST(UiScene, Opacity) {
@@ -209,8 +210,8 @@ TEST_P(AnchoringTest, VerifyCorrectPosition) {
scene.UpdateTransforms(usToTicks(0));
const ContentRectangle* child = scene.GetUiElementById(1);
- EXPECT_NEAR(child->GetCenter().x, GetParam().expected_x, TOLERANCE);
- EXPECT_NEAR(child->GetCenter().y, GetParam().expected_y, TOLERANCE);
+ EXPECT_NEAR(child->GetCenter().x(), GetParam().expected_x, TOLERANCE);
+ EXPECT_NEAR(child->GetCenter().y(), GetParam().expected_y, TOLERANCE);
scene.RemoveUiElement(1);
}
@@ -278,27 +279,27 @@ TEST(UiScene, AddUiElementFromDictionary) {
EXPECT_EQ(element->y_anchoring, YAnchoring::YTOP);
EXPECT_FLOAT_EQ(element->opacity, 0.357);
- EXPECT_EQ(element->copy_rect.x, 100);
- EXPECT_EQ(element->copy_rect.y, 101);
- EXPECT_EQ(element->copy_rect.width, 102);
- EXPECT_EQ(element->copy_rect.height, 103);
+ EXPECT_EQ(element->copy_rect.x(), 100);
+ EXPECT_EQ(element->copy_rect.y(), 101);
+ EXPECT_EQ(element->copy_rect.width(), 102);
+ EXPECT_EQ(element->copy_rect.height(), 103);
- EXPECT_FLOAT_EQ(element->size.x, 200);
- EXPECT_FLOAT_EQ(element->size.y, 201);
- EXPECT_FLOAT_EQ(element->size.z, 1);
+ EXPECT_FLOAT_EQ(element->size.x(), 200);
+ EXPECT_FLOAT_EQ(element->size.y(), 201);
+ EXPECT_FLOAT_EQ(element->size.z(), 1);
- EXPECT_FLOAT_EQ(element->scale.x, 300);
- EXPECT_FLOAT_EQ(element->scale.y, 301);
- EXPECT_FLOAT_EQ(element->scale.z, 302);
+ EXPECT_FLOAT_EQ(element->scale.x(), 300);
+ EXPECT_FLOAT_EQ(element->scale.y(), 301);
+ EXPECT_FLOAT_EQ(element->scale.z(), 302);
EXPECT_FLOAT_EQ(element->rotation.x, 400);
EXPECT_FLOAT_EQ(element->rotation.y, 401);
EXPECT_FLOAT_EQ(element->rotation.z, 402);
EXPECT_FLOAT_EQ(element->rotation.angle, 403);
- EXPECT_FLOAT_EQ(element->translation.x, 500);
- EXPECT_FLOAT_EQ(element->translation.y, 501);
- EXPECT_FLOAT_EQ(element->translation.z, 502);
+ EXPECT_FLOAT_EQ(element->translation.x(), 500);
+ EXPECT_FLOAT_EQ(element->translation.y(), 501);
+ EXPECT_FLOAT_EQ(element->translation.z(), 502);
dict.Clear();
dict.SetInteger("id", 12);
@@ -340,10 +341,10 @@ TEST(UiScene, AddUiElementFromDictionary_Fill) {
const auto* element = scene.GetUiElementById(9);
EXPECT_EQ(element->fill, Fill::SPRITE);
- EXPECT_EQ(element->copy_rect.x, 1);
- EXPECT_EQ(element->copy_rect.y, 2);
- EXPECT_EQ(element->copy_rect.width, 3);
- EXPECT_EQ(element->copy_rect.height, 4);
+ EXPECT_EQ(element->copy_rect.x(), 1);
+ EXPECT_EQ(element->copy_rect.y(), 2);
+ EXPECT_EQ(element->copy_rect.width(), 3);
+ EXPECT_EQ(element->copy_rect.height(), 4);
// Test OPAQUE_GRADIENT filling.
dict.Clear();
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