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| 1 | +// |
| 2 | +// Created by Orange on 1/6/2025. |
| 3 | +// |
| 4 | +#include "omath/Triangle.hpp" |
| 5 | +#include <gtest/gtest.h> |
| 6 | +#include <omath/Vector3.hpp> |
| 7 | +#include <cmath> // For std::sqrt, std::isinf, std::isnan |
| 8 | + |
| 9 | + |
| 10 | +using namespace omath; |
| 11 | + |
| 12 | +class UnitTestTriangle : public ::testing::Test |
| 13 | +{ |
| 14 | +protected: |
| 15 | + // Define some Triangles to use in tests |
| 16 | + Triangle<Vector3> t1; |
| 17 | + Triangle<Vector3> t2; |
| 18 | + Triangle<Vector3> t3; |
| 19 | + |
| 20 | + constexpr void SetUp() override |
| 21 | + { |
| 22 | + // Triangle with vertices (0, 0, 0), (1, 0, 0), (0, 1, 0) |
| 23 | + t1 = Triangle<Vector3>( |
| 24 | + Vector3(0.0f, 0.0f, 0.0f), |
| 25 | + Vector3(1.0f, 0.0f, 0.0f), |
| 26 | + Vector3(0.0f, 1.0f, 0.0f) |
| 27 | + ); |
| 28 | + |
| 29 | + // Triangle with vertices (1, 2, 3), (4, 5, 6), (7, 8, 9) |
| 30 | + t2 = Triangle<Vector3>( |
| 31 | + Vector3(1.0f, 2.0f, 3.0f), |
| 32 | + Vector3(4.0f, 5.0f, 6.0f), |
| 33 | + Vector3(7.0f, 8.0f, 9.0f) |
| 34 | + ); |
| 35 | + |
| 36 | + // An isosceles right triangle |
| 37 | + t3 = Triangle<Vector3>( |
| 38 | + Vector3(0.0f, 0.0f, 0.0f), |
| 39 | + Vector3(2.0f, 0.0f, 0.0f), |
| 40 | + Vector3(0.0f, 2.0f, 0.0f) |
| 41 | + ); |
| 42 | + } |
| 43 | +}; |
| 44 | + |
| 45 | +// Test constructor and vertices |
| 46 | +TEST_F(UnitTestTriangle, Constructor) |
| 47 | +{ |
| 48 | + constexpr Triangle<Vector3> t( |
| 49 | + Vector3(1.0f, 2.0f, 3.0f), |
| 50 | + Vector3(4.0f, 5.0f, 6.0f), |
| 51 | + Vector3(7.0f, 8.0f, 9.0f) |
| 52 | + ); |
| 53 | + |
| 54 | + EXPECT_FLOAT_EQ(t.m_vertex1.x, 1.0f); |
| 55 | + EXPECT_FLOAT_EQ(t.m_vertex1.y, 2.0f); |
| 56 | + EXPECT_FLOAT_EQ(t.m_vertex1.z, 3.0f); |
| 57 | + |
| 58 | + EXPECT_FLOAT_EQ(t.m_vertex2.x, 4.0f); |
| 59 | + EXPECT_FLOAT_EQ(t.m_vertex2.y, 5.0f); |
| 60 | + EXPECT_FLOAT_EQ(t.m_vertex2.z, 6.0f); |
| 61 | + |
| 62 | + EXPECT_FLOAT_EQ(t.m_vertex3.x, 7.0f); |
| 63 | + EXPECT_FLOAT_EQ(t.m_vertex3.y, 8.0f); |
| 64 | + EXPECT_FLOAT_EQ(t.m_vertex3.z, 9.0f); |
| 65 | +} |
| 66 | + |
| 67 | +// Test CalculateNormal |
| 68 | +TEST_F(UnitTestTriangle, CalculateNormal) |
| 69 | +{ |
| 70 | + // For t1, the normal should point in the +Z direction (0, 0, 1) or (0, 0, -1) |
| 71 | + const Vector3 normal_t1 = t1.CalculateNormal(); |
| 72 | + // Check if it's normalized and pointed along Z (sign can differ, so use absolute check) |
| 73 | + EXPECT_NEAR(std::fabs(normal_t1.z), 1.0f, 1e-5f); |
| 74 | + EXPECT_NEAR(normal_t1.Length(), 1.0f, 1e-5f); |
| 75 | + |
| 76 | + |
| 77 | + // For t3, we expect the normal to be along +Z as well |
| 78 | + const Vector3 normal_t3 = t3.CalculateNormal(); |
| 79 | + EXPECT_NEAR(std::fabs(normal_t3.z), 1.0f, 1e-5f); |
| 80 | +} |
| 81 | + |
| 82 | +// Test side lengths |
| 83 | +TEST_F(UnitTestTriangle, SideLengths) |
| 84 | +{ |
| 85 | + // For t1 side lengths |
| 86 | + EXPECT_FLOAT_EQ(t1.SideALength(), std::sqrt(1.0f)); // distance between (0,0,0) and (1,0,0) |
| 87 | + EXPECT_FLOAT_EQ(t1.SideBLength(), std::sqrt(1.0f + 1.0f)); // distance between (4,5,6) & (7,8,9)... but we are testing t1, so let's be accurate: |
| 88 | + // Actually, for t1: vertex2=(1,0,0), vertex3=(0,1,0) |
| 89 | + // Dist between (0,1,0) and (1,0,0) = sqrt((1-0)^2 + (0-1)^2) = sqrt(1 + 1) = sqrt(2) |
| 90 | + EXPECT_FLOAT_EQ(t1.SideBLength(), std::sqrt(2.0f)); |
| 91 | + |
| 92 | + // For t3, side a = distance between vertex1=(0,0,0) and vertex2=(2,0,0), which is 2 |
| 93 | + // side b = distance between vertex3=(0,2,0) and vertex2=(2,0,0), which is sqrt(2^2 + (-2)^2)= sqrt(8)= 2.828... |
| 94 | + // We'll just check side a first: |
| 95 | + EXPECT_FLOAT_EQ(t3.SideALength(), 2.0f); |
| 96 | + // Then side b: |
| 97 | + EXPECT_FLOAT_EQ(t3.SideBLength(), std::sqrt(8.0f)); |
| 98 | +} |
| 99 | + |
| 100 | +// Test side vectors |
| 101 | +TEST_F(UnitTestTriangle, SideVectors) |
| 102 | +{ |
| 103 | + const Vector3 sideA_t1 = t1.SideAVector(); // m_vertex1 - m_vertex2 |
| 104 | + EXPECT_FLOAT_EQ(sideA_t1.x, 0.0f - 1.0f); |
| 105 | + EXPECT_FLOAT_EQ(sideA_t1.y, 0.0f - 0.0f); |
| 106 | + EXPECT_FLOAT_EQ(sideA_t1.z, 0.0f - 0.0f); |
| 107 | + |
| 108 | + const Vector3 sideB_t1 = t1.SideBVector(); // m_vertex3 - m_vertex2 |
| 109 | + EXPECT_FLOAT_EQ(sideB_t1.x, 0.0f - 1.0f); |
| 110 | + EXPECT_FLOAT_EQ(sideB_t1.y, 1.0f - 0.0f); |
| 111 | + EXPECT_FLOAT_EQ(sideB_t1.z, 0.0f - 0.0f); |
| 112 | +} |
| 113 | + |
| 114 | +TEST_F(UnitTestTriangle, IsRectangular) |
| 115 | +{ |
| 116 | + EXPECT_TRUE(Triangle<Vector3>({2,0,0}, {}, {0,2,0}).IsRectangular()); |
| 117 | +} |
| 118 | +// Test midpoint |
| 119 | +TEST_F(UnitTestTriangle, MidPoint) |
| 120 | +{ |
| 121 | + // For t1, midpoint of (0,0,0), (1,0,0), (0,1,0) |
| 122 | + const Vector3 mid1 = t1.MidPoint(); |
| 123 | + EXPECT_FLOAT_EQ(mid1.x, (0.0f + 1.0f + 0.0f) / 3.0f); |
| 124 | + EXPECT_FLOAT_EQ(mid1.y, (0.0f + 0.0f + 1.0f) / 3.0f); |
| 125 | + EXPECT_FLOAT_EQ(mid1.z, 0.0f); |
| 126 | + |
| 127 | + // For t2, midpoint of (1,2,3), (4,5,6), (7,8,9) |
| 128 | + const Vector3 mid2 = t2.MidPoint(); |
| 129 | + EXPECT_FLOAT_EQ(mid2.x, (1.0f + 4.0f + 7.0f) / 3.0f); |
| 130 | + EXPECT_FLOAT_EQ(mid2.y, (2.0f + 5.0f + 8.0f) / 3.0f); |
| 131 | + EXPECT_FLOAT_EQ(mid2.z, (3.0f + 6.0f + 9.0f) / 3.0f); |
| 132 | +} |
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