test_math.cpp 17 KB

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  1. // Copyright (c) Amer Koleci and Contributors.
  2. // Licensed under the MIT License (MIT). See LICENSE in the repository root for more information.
  3. #include <gtest/gtest.h>
  4. #include "joltc.h"
  5. #include <cmath>
  6. // Helper for float comparison
  7. constexpr float EPSILON = 1e-5f;
  8. class MathTest : public ::testing::Test {
  9. protected:
  10. void SetUp() override {}
  11. void TearDown() override {}
  12. };
  13. // ============================================================================
  14. // Vec3 Tests
  15. // ============================================================================
  16. TEST_F(MathTest, Vec3_AxisX) {
  17. JPH_Vec3 result;
  18. JPH_Vec3_AxisX(&result);
  19. EXPECT_FLOAT_EQ(result.x, 1.0f);
  20. EXPECT_FLOAT_EQ(result.y, 0.0f);
  21. EXPECT_FLOAT_EQ(result.z, 0.0f);
  22. }
  23. TEST_F(MathTest, Vec3_AxisY) {
  24. JPH_Vec3 result;
  25. JPH_Vec3_AxisY(&result);
  26. EXPECT_FLOAT_EQ(result.x, 0.0f);
  27. EXPECT_FLOAT_EQ(result.y, 1.0f);
  28. EXPECT_FLOAT_EQ(result.z, 0.0f);
  29. }
  30. TEST_F(MathTest, Vec3_AxisZ) {
  31. JPH_Vec3 result;
  32. JPH_Vec3_AxisZ(&result);
  33. EXPECT_FLOAT_EQ(result.x, 0.0f);
  34. EXPECT_FLOAT_EQ(result.y, 0.0f);
  35. EXPECT_FLOAT_EQ(result.z, 1.0f);
  36. }
  37. TEST_F(MathTest, Vec3_Add) {
  38. JPH_Vec3 v1 = {1.0f, 2.0f, 3.0f};
  39. JPH_Vec3 v2 = {4.0f, 5.0f, 6.0f};
  40. JPH_Vec3 result;
  41. JPH_Vec3_Add(&v1, &v2, &result);
  42. EXPECT_FLOAT_EQ(result.x, 5.0f);
  43. EXPECT_FLOAT_EQ(result.y, 7.0f);
  44. EXPECT_FLOAT_EQ(result.z, 9.0f);
  45. }
  46. TEST_F(MathTest, Vec3_Subtract) {
  47. JPH_Vec3 v1 = {4.0f, 5.0f, 6.0f};
  48. JPH_Vec3 v2 = {1.0f, 2.0f, 3.0f};
  49. JPH_Vec3 result;
  50. JPH_Vec3_Subtract(&v1, &v2, &result);
  51. EXPECT_FLOAT_EQ(result.x, 3.0f);
  52. EXPECT_FLOAT_EQ(result.y, 3.0f);
  53. EXPECT_FLOAT_EQ(result.z, 3.0f);
  54. }
  55. TEST_F(MathTest, Vec3_Multiply) {
  56. JPH_Vec3 v1 = {1.0f, 2.0f, 3.0f};
  57. JPH_Vec3 v2 = {2.0f, 3.0f, 4.0f};
  58. JPH_Vec3 result;
  59. JPH_Vec3_Multiply(&v1, &v2, &result);
  60. EXPECT_FLOAT_EQ(result.x, 2.0f);
  61. EXPECT_FLOAT_EQ(result.y, 6.0f);
  62. EXPECT_FLOAT_EQ(result.z, 12.0f);
  63. }
  64. TEST_F(MathTest, Vec3_MultiplyScalar) {
  65. JPH_Vec3 v = {1.0f, 2.0f, 3.0f};
  66. JPH_Vec3 result;
  67. JPH_Vec3_MultiplyScalar(&v, 2.0f, &result);
  68. EXPECT_FLOAT_EQ(result.x, 2.0f);
  69. EXPECT_FLOAT_EQ(result.y, 4.0f);
  70. EXPECT_FLOAT_EQ(result.z, 6.0f);
  71. }
  72. TEST_F(MathTest, Vec3_Divide) {
  73. JPH_Vec3 v1 = {4.0f, 6.0f, 8.0f};
  74. JPH_Vec3 v2 = {2.0f, 3.0f, 4.0f};
  75. JPH_Vec3 result;
  76. JPH_Vec3_Divide(&v1, &v2, &result);
  77. EXPECT_FLOAT_EQ(result.x, 2.0f);
  78. EXPECT_FLOAT_EQ(result.y, 2.0f);
  79. EXPECT_FLOAT_EQ(result.z, 2.0f);
  80. }
  81. TEST_F(MathTest, Vec3_DivideScalar) {
  82. JPH_Vec3 v = {2.0f, 4.0f, 6.0f};
  83. JPH_Vec3 result;
  84. JPH_Vec3_DivideScalar(&v, 2.0f, &result);
  85. EXPECT_FLOAT_EQ(result.x, 1.0f);
  86. EXPECT_FLOAT_EQ(result.y, 2.0f);
  87. EXPECT_FLOAT_EQ(result.z, 3.0f);
  88. }
  89. TEST_F(MathTest, Vec3_Length) {
  90. JPH_Vec3 v = {3.0f, 4.0f, 0.0f};
  91. float length = JPH_Vec3_Length(&v);
  92. EXPECT_FLOAT_EQ(length, 5.0f);
  93. }
  94. TEST_F(MathTest, Vec3_LengthSquared) {
  95. JPH_Vec3 v = {3.0f, 4.0f, 0.0f};
  96. float lengthSq = JPH_Vec3_LengthSquared(&v);
  97. EXPECT_FLOAT_EQ(lengthSq, 25.0f);
  98. }
  99. TEST_F(MathTest, Vec3_Normalized) {
  100. JPH_Vec3 v = {3.0f, 0.0f, 0.0f};
  101. JPH_Vec3 result;
  102. JPH_Vec3_Normalized(&v, &result);
  103. EXPECT_FLOAT_EQ(result.x, 1.0f);
  104. EXPECT_FLOAT_EQ(result.y, 0.0f);
  105. EXPECT_FLOAT_EQ(result.z, 0.0f);
  106. }
  107. TEST_F(MathTest, Vec3_DotProduct) {
  108. JPH_Vec3 v1 = {1.0f, 2.0f, 3.0f};
  109. JPH_Vec3 v2 = {4.0f, 5.0f, 6.0f};
  110. float result;
  111. JPH_Vec3_DotProduct(&v1, &v2, &result);
  112. EXPECT_FLOAT_EQ(result, 32.0f); // 1*4 + 2*5 + 3*6 = 32
  113. }
  114. TEST_F(MathTest, Vec3_Cross) {
  115. JPH_Vec3 v1 = {1.0f, 0.0f, 0.0f};
  116. JPH_Vec3 v2 = {0.0f, 1.0f, 0.0f};
  117. JPH_Vec3 result;
  118. JPH_Vec3_Cross(&v1, &v2, &result);
  119. EXPECT_FLOAT_EQ(result.x, 0.0f);
  120. EXPECT_FLOAT_EQ(result.y, 0.0f);
  121. EXPECT_FLOAT_EQ(result.z, 1.0f);
  122. }
  123. TEST_F(MathTest, Vec3_Negate) {
  124. JPH_Vec3 v = {1.0f, -2.0f, 3.0f};
  125. JPH_Vec3 result;
  126. JPH_Vec3_Negate(&v, &result);
  127. EXPECT_FLOAT_EQ(result.x, -1.0f);
  128. EXPECT_FLOAT_EQ(result.y, 2.0f);
  129. EXPECT_FLOAT_EQ(result.z, -3.0f);
  130. }
  131. TEST_F(MathTest, Vec3_Abs) {
  132. JPH_Vec3 v = {-1.0f, -2.0f, 3.0f};
  133. JPH_Vec3 result;
  134. JPH_Vec3_Abs(&v, &result);
  135. EXPECT_FLOAT_EQ(result.x, 1.0f);
  136. EXPECT_FLOAT_EQ(result.y, 2.0f);
  137. EXPECT_FLOAT_EQ(result.z, 3.0f);
  138. }
  139. TEST_F(MathTest, Vec3_IsClose) {
  140. JPH_Vec3 v1 = {1.0f, 2.0f, 3.0f};
  141. JPH_Vec3 v2 = {1.0f, 2.0f, 3.0f};
  142. EXPECT_TRUE(JPH_Vec3_IsClose(&v1, &v2, 0.001f));
  143. JPH_Vec3 v3 = {1.1f, 2.1f, 3.1f};
  144. EXPECT_FALSE(JPH_Vec3_IsClose(&v1, &v3, 0.001f));
  145. }
  146. TEST_F(MathTest, Vec3_IsNearZero) {
  147. JPH_Vec3 v1 = {0.0f, 0.0f, 0.0f};
  148. EXPECT_TRUE(JPH_Vec3_IsNearZero(&v1, 0.001f));
  149. JPH_Vec3 v2 = {0.0001f, 0.0001f, 0.0001f};
  150. EXPECT_TRUE(JPH_Vec3_IsNearZero(&v2, 0.001f));
  151. JPH_Vec3 v3 = {1.0f, 0.0f, 0.0f};
  152. EXPECT_FALSE(JPH_Vec3_IsNearZero(&v3, 0.001f));
  153. }
  154. TEST_F(MathTest, Vec3_IsNormalized) {
  155. JPH_Vec3 v1 = {1.0f, 0.0f, 0.0f};
  156. EXPECT_TRUE(JPH_Vec3_IsNormalized(&v1, 0.001f));
  157. JPH_Vec3 v2 = {2.0f, 0.0f, 0.0f};
  158. EXPECT_FALSE(JPH_Vec3_IsNormalized(&v2, 0.001f));
  159. }
  160. TEST_F(MathTest, Vec3_IsNaN) {
  161. JPH_Vec3 v1 = {1.0f, 2.0f, 3.0f};
  162. EXPECT_FALSE(JPH_Vec3_IsNaN(&v1));
  163. JPH_Vec3 v2 = {std::nanf(""), 2.0f, 3.0f};
  164. EXPECT_TRUE(JPH_Vec3_IsNaN(&v2));
  165. }
  166. // ============================================================================
  167. // Quaternion Tests
  168. // ============================================================================
  169. TEST_F(MathTest, Quat_FromEulerAngles) {
  170. JPH_Vec3 angles = {0.0f, 0.0f, 0.0f}; // No rotation
  171. JPH_Quat result;
  172. JPH_Quat_FromEulerAngles(&angles, &result);
  173. // Identity quaternion
  174. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  175. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  176. EXPECT_NEAR(result.z, 0.0f, EPSILON);
  177. EXPECT_NEAR(result.w, 1.0f, EPSILON);
  178. }
  179. TEST_F(MathTest, Quat_GetEulerAngles) {
  180. // Identity quaternion
  181. JPH_Quat q = {0.0f, 0.0f, 0.0f, 1.0f};
  182. JPH_Vec3 result;
  183. JPH_Quat_GetEulerAngles(&q, &result);
  184. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  185. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  186. EXPECT_NEAR(result.z, 0.0f, EPSILON);
  187. }
  188. TEST_F(MathTest, Quat_Multiply) {
  189. // Identity * Identity = Identity
  190. JPH_Quat q1 = {0.0f, 0.0f, 0.0f, 1.0f};
  191. JPH_Quat q2 = {0.0f, 0.0f, 0.0f, 1.0f};
  192. JPH_Quat result;
  193. JPH_Quat_Multiply(&q1, &q2, &result);
  194. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  195. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  196. EXPECT_NEAR(result.z, 0.0f, EPSILON);
  197. EXPECT_NEAR(result.w, 1.0f, EPSILON);
  198. }
  199. TEST_F(MathTest, Quat_Conjugated) {
  200. JPH_Quat q = {1.0f, 2.0f, 3.0f, 4.0f};
  201. JPH_Quat result;
  202. JPH_Quat_Conjugated(&q, &result);
  203. EXPECT_FLOAT_EQ(result.x, -1.0f);
  204. EXPECT_FLOAT_EQ(result.y, -2.0f);
  205. EXPECT_FLOAT_EQ(result.z, -3.0f);
  206. EXPECT_FLOAT_EQ(result.w, 4.0f);
  207. }
  208. TEST_F(MathTest, Quat_Inversed) {
  209. // For a unit quaternion, inverse equals conjugate
  210. JPH_Quat q = {0.0f, 0.0f, 0.0f, 1.0f};
  211. JPH_Quat result;
  212. JPH_Quat_Inversed(&q, &result);
  213. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  214. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  215. EXPECT_NEAR(result.z, 0.0f, EPSILON);
  216. EXPECT_NEAR(result.w, 1.0f, EPSILON);
  217. }
  218. TEST_F(MathTest, Quat_Dot) {
  219. JPH_Quat q1 = {1.0f, 0.0f, 0.0f, 0.0f};
  220. JPH_Quat q2 = {1.0f, 0.0f, 0.0f, 0.0f};
  221. float result;
  222. JPH_Quat_Dot(&q1, &q2, &result);
  223. EXPECT_FLOAT_EQ(result, 1.0f);
  224. }
  225. TEST_F(MathTest, Quat_Add) {
  226. JPH_Quat q1 = {1.0f, 2.0f, 3.0f, 4.0f};
  227. JPH_Quat q2 = {5.0f, 6.0f, 7.0f, 8.0f};
  228. JPH_Quat result;
  229. JPH_Quat_Add(&q1, &q2, &result);
  230. EXPECT_FLOAT_EQ(result.x, 6.0f);
  231. EXPECT_FLOAT_EQ(result.y, 8.0f);
  232. EXPECT_FLOAT_EQ(result.z, 10.0f);
  233. EXPECT_FLOAT_EQ(result.w, 12.0f);
  234. }
  235. TEST_F(MathTest, Quat_Subtract) {
  236. JPH_Quat q1 = {5.0f, 6.0f, 7.0f, 8.0f};
  237. JPH_Quat q2 = {1.0f, 2.0f, 3.0f, 4.0f};
  238. JPH_Quat result;
  239. JPH_Quat_Subtract(&q1, &q2, &result);
  240. EXPECT_FLOAT_EQ(result.x, 4.0f);
  241. EXPECT_FLOAT_EQ(result.y, 4.0f);
  242. EXPECT_FLOAT_EQ(result.z, 4.0f);
  243. EXPECT_FLOAT_EQ(result.w, 4.0f);
  244. }
  245. TEST_F(MathTest, Quat_MultiplyScalar) {
  246. JPH_Quat q = {1.0f, 2.0f, 3.0f, 4.0f};
  247. JPH_Quat result;
  248. JPH_Quat_MultiplyScalar(&q, 2.0f, &result);
  249. EXPECT_FLOAT_EQ(result.x, 2.0f);
  250. EXPECT_FLOAT_EQ(result.y, 4.0f);
  251. EXPECT_FLOAT_EQ(result.z, 6.0f);
  252. EXPECT_FLOAT_EQ(result.w, 8.0f);
  253. }
  254. TEST_F(MathTest, Quat_Rotate) {
  255. // 90 degree rotation around Y axis
  256. float angle = JPH_M_PI / 2.0f;
  257. JPH_Quat q = {0.0f, sinf(angle / 2.0f), 0.0f, cosf(angle / 2.0f)};
  258. JPH_Vec3 v = {1.0f, 0.0f, 0.0f}; // X axis
  259. JPH_Vec3 result;
  260. JPH_Quat_Rotate(&q, &v, &result);
  261. // X axis rotated 90 degrees around Y should give -Z axis
  262. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  263. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  264. EXPECT_NEAR(result.z, -1.0f, EPSILON);
  265. }
  266. TEST_F(MathTest, Quat_Slerp) {
  267. JPH_Quat q1 = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity
  268. JPH_Quat q2 = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity
  269. JPH_Quat result;
  270. JPH_Quat_Slerp(&q1, &q2, 0.5f, &result);
  271. // Slerp between two identity quaternions should give identity
  272. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  273. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  274. EXPECT_NEAR(result.z, 0.0f, EPSILON);
  275. EXPECT_NEAR(result.w, 1.0f, EPSILON);
  276. }
  277. TEST_F(MathTest, Quat_Lerp) {
  278. JPH_Quat q1 = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity
  279. JPH_Quat q2 = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity
  280. JPH_Quat result;
  281. JPH_Quat_Lerp(&q1, &q2, 0.5f, &result);
  282. EXPECT_NEAR(result.x, 0.0f, EPSILON);
  283. EXPECT_NEAR(result.y, 0.0f, EPSILON);
  284. EXPECT_NEAR(result.z, 0.0f, EPSILON);
  285. EXPECT_NEAR(result.w, 1.0f, EPSILON);
  286. }
  287. // ============================================================================
  288. // Mat4 Tests
  289. // ============================================================================
  290. TEST_F(MathTest, Mat4_Identity) {
  291. JPH_Mat4 result;
  292. JPH_Mat4_Identity(&result);
  293. // Check diagonal is 1
  294. EXPECT_FLOAT_EQ(result.column[0].x, 1.0f);
  295. EXPECT_FLOAT_EQ(result.column[1].y, 1.0f);
  296. EXPECT_FLOAT_EQ(result.column[2].z, 1.0f);
  297. EXPECT_FLOAT_EQ(result.column[3].w, 1.0f);
  298. // Check off-diagonal is 0
  299. EXPECT_FLOAT_EQ(result.column[0].y, 0.0f);
  300. EXPECT_FLOAT_EQ(result.column[0].z, 0.0f);
  301. EXPECT_FLOAT_EQ(result.column[0].w, 0.0f);
  302. }
  303. TEST_F(MathTest, Mat4_Zero) {
  304. JPH_Mat4 result;
  305. JPH_Mat4_Zero(&result);
  306. for (int i = 0; i < 4; i++) {
  307. EXPECT_FLOAT_EQ(result.column[i].x, 0.0f);
  308. EXPECT_FLOAT_EQ(result.column[i].y, 0.0f);
  309. EXPECT_FLOAT_EQ(result.column[i].z, 0.0f);
  310. EXPECT_FLOAT_EQ(result.column[i].w, 0.0f);
  311. }
  312. }
  313. TEST_F(MathTest, Mat4_Translation) {
  314. JPH_Vec3 translation = {1.0f, 2.0f, 3.0f};
  315. JPH_Mat4 result;
  316. JPH_Mat4_Translation(&result, &translation);
  317. // Check translation column
  318. EXPECT_FLOAT_EQ(result.column[3].x, 1.0f);
  319. EXPECT_FLOAT_EQ(result.column[3].y, 2.0f);
  320. EXPECT_FLOAT_EQ(result.column[3].z, 3.0f);
  321. EXPECT_FLOAT_EQ(result.column[3].w, 1.0f);
  322. // Check identity part
  323. EXPECT_FLOAT_EQ(result.column[0].x, 1.0f);
  324. EXPECT_FLOAT_EQ(result.column[1].y, 1.0f);
  325. EXPECT_FLOAT_EQ(result.column[2].z, 1.0f);
  326. }
  327. TEST_F(MathTest, Mat4_Scale) {
  328. JPH_Vec3 scale = {2.0f, 3.0f, 4.0f};
  329. JPH_Mat4 result;
  330. JPH_Mat4_Scale(&result, &scale);
  331. EXPECT_FLOAT_EQ(result.column[0].x, 2.0f);
  332. EXPECT_FLOAT_EQ(result.column[1].y, 3.0f);
  333. EXPECT_FLOAT_EQ(result.column[2].z, 4.0f);
  334. EXPECT_FLOAT_EQ(result.column[3].w, 1.0f);
  335. }
  336. TEST_F(MathTest, Mat4_Rotation) {
  337. JPH_Quat q = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity rotation
  338. JPH_Mat4 result;
  339. JPH_Mat4_Rotation(&result, &q);
  340. // Should be identity matrix
  341. EXPECT_NEAR(result.column[0].x, 1.0f, EPSILON);
  342. EXPECT_NEAR(result.column[1].y, 1.0f, EPSILON);
  343. EXPECT_NEAR(result.column[2].z, 1.0f, EPSILON);
  344. EXPECT_NEAR(result.column[3].w, 1.0f, EPSILON);
  345. }
  346. TEST_F(MathTest, Mat4_Multiply) {
  347. JPH_Mat4 m1, m2, result;
  348. JPH_Mat4_Identity(&m1);
  349. JPH_Mat4_Identity(&m2);
  350. JPH_Mat4_Multiply(&m1, &m2, &result);
  351. // Identity * Identity = Identity
  352. EXPECT_NEAR(result.column[0].x, 1.0f, EPSILON);
  353. EXPECT_NEAR(result.column[1].y, 1.0f, EPSILON);
  354. EXPECT_NEAR(result.column[2].z, 1.0f, EPSILON);
  355. EXPECT_NEAR(result.column[3].w, 1.0f, EPSILON);
  356. }
  357. TEST_F(MathTest, Mat4_Add) {
  358. JPH_Mat4 m1, m2, result;
  359. JPH_Mat4_Identity(&m1);
  360. JPH_Mat4_Identity(&m2);
  361. JPH_Mat4_Add(&m1, &m2, &result);
  362. // Identity + Identity should have 2 on diagonal
  363. EXPECT_FLOAT_EQ(result.column[0].x, 2.0f);
  364. EXPECT_FLOAT_EQ(result.column[1].y, 2.0f);
  365. EXPECT_FLOAT_EQ(result.column[2].z, 2.0f);
  366. EXPECT_FLOAT_EQ(result.column[3].w, 2.0f);
  367. }
  368. TEST_F(MathTest, Mat4_Subtract) {
  369. JPH_Mat4 m1, m2, result;
  370. JPH_Mat4_Identity(&m1);
  371. JPH_Mat4_Identity(&m2);
  372. JPH_Mat4_Subtract(&m1, &m2, &result);
  373. // Identity - Identity = Zero
  374. for (int i = 0; i < 4; i++) {
  375. EXPECT_FLOAT_EQ(result.column[i].x, 0.0f);
  376. EXPECT_FLOAT_EQ(result.column[i].y, 0.0f);
  377. EXPECT_FLOAT_EQ(result.column[i].z, 0.0f);
  378. EXPECT_FLOAT_EQ(result.column[i].w, 0.0f);
  379. }
  380. }
  381. TEST_F(MathTest, Mat4_MultiplyScalar) {
  382. JPH_Mat4 m, result;
  383. JPH_Mat4_Identity(&m);
  384. JPH_Mat4_MultiplyScalar(&m, 2.0f, &result);
  385. EXPECT_FLOAT_EQ(result.column[0].x, 2.0f);
  386. EXPECT_FLOAT_EQ(result.column[1].y, 2.0f);
  387. EXPECT_FLOAT_EQ(result.column[2].z, 2.0f);
  388. EXPECT_FLOAT_EQ(result.column[3].w, 2.0f);
  389. }
  390. TEST_F(MathTest, Mat4_Transposed) {
  391. JPH_Mat4 m, result;
  392. JPH_Mat4_Identity(&m);
  393. m.column[0].y = 1.0f; // Set [1,0] to 1
  394. JPH_Mat4_Transposed(&m, &result);
  395. // After transpose, [0,1] should be 1
  396. EXPECT_FLOAT_EQ(result.column[1].x, 1.0f);
  397. }
  398. TEST_F(MathTest, Mat4_GetAxisX) {
  399. JPH_Mat4 m;
  400. JPH_Mat4_Identity(&m);
  401. JPH_Vec3 result;
  402. JPH_Mat4_GetAxisX(&m, &result);
  403. EXPECT_FLOAT_EQ(result.x, 1.0f);
  404. EXPECT_FLOAT_EQ(result.y, 0.0f);
  405. EXPECT_FLOAT_EQ(result.z, 0.0f);
  406. }
  407. TEST_F(MathTest, Mat4_GetAxisY) {
  408. JPH_Mat4 m;
  409. JPH_Mat4_Identity(&m);
  410. JPH_Vec3 result;
  411. JPH_Mat4_GetAxisY(&m, &result);
  412. EXPECT_FLOAT_EQ(result.x, 0.0f);
  413. EXPECT_FLOAT_EQ(result.y, 1.0f);
  414. EXPECT_FLOAT_EQ(result.z, 0.0f);
  415. }
  416. TEST_F(MathTest, Mat4_GetAxisZ) {
  417. JPH_Mat4 m;
  418. JPH_Mat4_Identity(&m);
  419. JPH_Vec3 result;
  420. JPH_Mat4_GetAxisZ(&m, &result);
  421. EXPECT_FLOAT_EQ(result.x, 0.0f);
  422. EXPECT_FLOAT_EQ(result.y, 0.0f);
  423. EXPECT_FLOAT_EQ(result.z, 1.0f);
  424. }
  425. TEST_F(MathTest, Mat4_GetTranslation) {
  426. JPH_Vec3 translation = {1.0f, 2.0f, 3.0f};
  427. JPH_Mat4 m;
  428. JPH_Mat4_Translation(&m, &translation);
  429. JPH_Vec3 result;
  430. JPH_Mat4_GetTranslation(&m, &result);
  431. EXPECT_FLOAT_EQ(result.x, 1.0f);
  432. EXPECT_FLOAT_EQ(result.y, 2.0f);
  433. EXPECT_FLOAT_EQ(result.z, 3.0f);
  434. }
  435. TEST_F(MathTest, Mat4_GetQuaternion) {
  436. JPH_Quat q = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity
  437. JPH_Mat4 m;
  438. JPH_Mat4_Rotation(&m, &q);
  439. JPH_Quat result;
  440. JPH_Mat4_GetQuaternion(&m, &result);
  441. // Should get back identity quaternion (or its negative)
  442. EXPECT_NEAR(std::abs(result.w), 1.0f, EPSILON);
  443. }
  444. TEST_F(MathTest, Mat4_RotationTranslation) {
  445. JPH_Quat q = {0.0f, 0.0f, 0.0f, 1.0f}; // Identity rotation
  446. JPH_Vec3 translation = {1.0f, 2.0f, 3.0f};
  447. JPH_Mat4 result;
  448. JPH_Mat4_RotationTranslation(&result, &q, &translation);
  449. // Check translation
  450. EXPECT_FLOAT_EQ(result.column[3].x, 1.0f);
  451. EXPECT_FLOAT_EQ(result.column[3].y, 2.0f);
  452. EXPECT_FLOAT_EQ(result.column[3].z, 3.0f);
  453. // Check rotation part is identity
  454. EXPECT_NEAR(result.column[0].x, 1.0f, EPSILON);
  455. EXPECT_NEAR(result.column[1].y, 1.0f, EPSILON);
  456. EXPECT_NEAR(result.column[2].z, 1.0f, EPSILON);
  457. }
  458. // ============================================================================
  459. // Math Utility Tests
  460. // ============================================================================
  461. TEST_F(MathTest, Math_Sin) {
  462. float result = JPH_Math_Sin(0.0f);
  463. EXPECT_NEAR(result, 0.0f, EPSILON);
  464. result = JPH_Math_Sin(JPH_M_PI / 2.0f);
  465. EXPECT_NEAR(result, 1.0f, EPSILON);
  466. }
  467. TEST_F(MathTest, Math_Cos) {
  468. float result = JPH_Math_Cos(0.0f);
  469. EXPECT_NEAR(result, 1.0f, EPSILON);
  470. result = JPH_Math_Cos(JPH_M_PI);
  471. EXPECT_NEAR(result, -1.0f, EPSILON);
  472. }
  473. // ============================================================================
  474. // RayCast Helper Tests
  475. // ============================================================================
  476. TEST_F(MathTest, RayCast_GetPointOnRay) {
  477. JPH_Vec3 origin = {0.0f, 0.0f, 0.0f};
  478. JPH_Vec3 direction = {1.0f, 0.0f, 0.0f};
  479. JPH_Vec3 result;
  480. JPH_RayCast_GetPointOnRay(&origin, &direction, 0.5f, &result);
  481. EXPECT_FLOAT_EQ(result.x, 0.5f);
  482. EXPECT_FLOAT_EQ(result.y, 0.0f);
  483. EXPECT_FLOAT_EQ(result.z, 0.0f);
  484. }