diff options
-rw-r--r-- | core/math/vector4.cpp | 94 | ||||
-rw-r--r-- | core/math/vector4.h | 25 | ||||
-rw-r--r-- | core/variant/variant_call.cpp | 6 | ||||
-rw-r--r-- | doc/classes/Vector4.xml | 45 | ||||
-rw-r--r-- | tests/core/math/test_vector4.h | 312 | ||||
-rw-r--r-- | tests/core/math/test_vector4i.h | 148 | ||||
-rw-r--r-- | tests/test_main.cpp | 2 |
7 files changed, 607 insertions, 25 deletions
diff --git a/core/math/vector4.cpp b/core/math/vector4.cpp index cc0d0dcf72..4697c311b4 100644 --- a/core/math/vector4.cpp +++ b/core/math/vector4.cpp @@ -33,6 +33,40 @@ #include "core/math/basis.h" #include "core/string/print_string.h" +void Vector4::set_axis(const int p_axis, const real_t p_value) { + ERR_FAIL_INDEX(p_axis, 4); + components[p_axis] = p_value; +} + +real_t Vector4::get_axis(const int p_axis) const { + ERR_FAIL_INDEX_V(p_axis, 4, 0); + return operator[](p_axis); +} + +Vector4::Axis Vector4::min_axis_index() const { + uint32_t min_index = 0; + real_t min_value = x; + for (uint32_t i = 1; i < 4; i++) { + if (operator[](i) <= min_value) { + min_index = i; + min_value = operator[](i); + } + } + return Vector4::Axis(min_index); +} + +Vector4::Axis Vector4::max_axis_index() const { + uint32_t max_index = 0; + real_t max_value = x; + for (uint32_t i = 1; i < 4; i++) { + if (operator[](i) > max_value) { + max_index = i; + max_value = operator[](i); + } + } + return Vector4::Axis(max_index); +} + bool Vector4::is_equal_approx(const Vector4 &p_vec4) const { return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w); } @@ -53,6 +87,16 @@ bool Vector4::is_normalized() const { return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // Use less epsilon. } +real_t Vector4::distance_to(const Vector4 &p_to) const { + return (p_to - *this).length(); +} + +Vector4 Vector4::direction_to(const Vector4 &p_to) const { + Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w); + ret.normalize(); + return ret; +} + Vector4 Vector4::abs() const { return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w)); } @@ -81,32 +125,38 @@ Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const { w + (p_weight * (p_to.w - w))); } -Vector4 Vector4::inverse() const { - return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); +Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const { + Vector4 res = *this; + res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight); + res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight); + res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight); + res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight); + return res; } -Vector4::Axis Vector4::min_axis_index() const { - uint32_t min_index = 0; - real_t min_value = x; - for (uint32_t i = 1; i < 4; i++) { - if (operator[](i) <= min_value) { - min_index = i; - min_value = operator[](i); - } - } - return Vector4::Axis(min_index); +Vector4 Vector4::posmod(const real_t p_mod) const { + return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod)); } -Vector4::Axis Vector4::max_axis_index() const { - uint32_t max_index = 0; - real_t max_value = x; - for (uint32_t i = 1; i < 4; i++) { - if (operator[](i) > max_value) { - max_index = i; - max_value = operator[](i); - } - } - return Vector4::Axis(max_index); +Vector4 Vector4::posmodv(const Vector4 &p_modv) const { + return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w)); +} + +void Vector4::snap(const Vector4 &p_step) { + x = Math::snapped(x, p_step.x); + y = Math::snapped(y, p_step.y); + z = Math::snapped(z, p_step.z); + w = Math::snapped(w, p_step.w); +} + +Vector4 Vector4::snapped(const Vector4 &p_step) const { + Vector4 v = *this; + v.snap(p_step); + return v; +} + +Vector4 Vector4::inverse() const { + return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); } Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const { diff --git a/core/math/vector4.h b/core/math/vector4.h index 37ddb509d6..373a6a1218 100644 --- a/core/math/vector4.h +++ b/core/math/vector4.h @@ -62,6 +62,15 @@ struct _NO_DISCARD_ Vector4 { DEV_ASSERT((unsigned int)p_axis < 4); return components[p_axis]; } + + _FORCE_INLINE_ void set_all(const real_t p_value); + + void set_axis(const int p_axis, const real_t p_value); + real_t get_axis(const int p_axis) const; + + Vector4::Axis min_axis_index() const; + Vector4::Axis max_axis_index() const; + _FORCE_INLINE_ real_t length_squared() const; bool is_equal_approx(const Vector4 &p_vec4) const; real_t length() const; @@ -69,15 +78,21 @@ struct _NO_DISCARD_ Vector4 { Vector4 normalized() const; bool is_normalized() const; + real_t distance_to(const Vector4 &p_to) const; + Vector4 direction_to(const Vector4 &p_to) const; + Vector4 abs() const; Vector4 sign() const; Vector4 floor() const; Vector4 ceil() const; Vector4 round() const; Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const; + Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const; - Vector4::Axis min_axis_index() const; - Vector4::Axis max_axis_index() const; + Vector4 posmod(const real_t p_mod) const; + Vector4 posmodv(const Vector4 &p_modv) const; + void snap(const Vector4 &p_step); + Vector4 snapped(const Vector4 &p_step) const; Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const; Vector4 inverse() const; @@ -130,6 +145,10 @@ struct _NO_DISCARD_ Vector4 { } }; +void Vector4::set_all(const real_t p_value) { + x = y = z = p_value; +} + real_t Vector4::dot(const Vector4 &p_vec4) const { return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w; } @@ -193,7 +212,7 @@ Vector4 Vector4::operator/(const Vector4 &p_vec4) const { } Vector4 Vector4::operator-() const { - return Vector4(x, y, z, w); + return Vector4(-x, -y, -z, -w); } Vector4 Vector4::operator*(const real_t &s) const { diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp index d1f1b83457..5c298f9b3b 100644 --- a/core/variant/variant_call.cpp +++ b/core/variant/variant_call.cpp @@ -1737,9 +1737,15 @@ static void _register_variant_builtin_methods() { bind_method(Vector4, ceil, sarray(), varray()); bind_method(Vector4, round, sarray(), varray()); bind_method(Vector4, lerp, sarray("to", "weight"), varray()); + bind_method(Vector4, cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray()); + bind_method(Vector4, posmod, sarray("mod"), varray()); + bind_method(Vector4, posmodv, sarray("modv"), varray()); + bind_method(Vector4, snapped, sarray("step"), varray()); bind_method(Vector4, clamp, sarray("min", "max"), varray()); bind_method(Vector4, normalized, sarray(), varray()); bind_method(Vector4, is_normalized, sarray(), varray()); + bind_method(Vector4, direction_to, sarray("to"), varray()); + bind_method(Vector4, distance_to, sarray("to"), varray()); bind_method(Vector4, dot, sarray("with"), varray()); bind_method(Vector4, inverse, sarray(), varray()); bind_method(Vector4, is_equal_approx, sarray("with"), varray()); diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index da0df2672e..ee9d97019e 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -63,6 +63,30 @@ Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component. </description> </method> + <method name="cubic_interpolate" qualifiers="const"> + <return type="Vector4" /> + <argument index="0" name="b" type="Vector4" /> + <argument index="1" name="pre_a" type="Vector4" /> + <argument index="2" name="post_b" type="Vector4" /> + <argument index="3" name="weight" type="float" /> + <description> + Performs a cubic interpolation between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. + </description> + </method> + <method name="direction_to" qualifiers="const"> + <return type="Vector4" /> + <argument index="0" name="to" type="Vector4" /> + <description> + Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code]. + </description> + </method> + <method name="distance_to" qualifiers="const"> + <return type="float" /> + <argument index="0" name="to" type="Vector4" /> + <description> + Returns the distance between this vector and [code]to[/code]. + </description> + </method> <method name="dot" qualifiers="const"> <return type="float" /> <argument index="0" name="with" type="Vector4" /> @@ -133,6 +157,20 @@ Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> + <method name="posmod" qualifiers="const"> + <return type="Vector4" /> + <argument index="0" name="mod" type="float" /> + <description> + Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code]. + </description> + </method> + <method name="posmodv" qualifiers="const"> + <return type="Vector4" /> + <argument index="0" name="modv" type="Vector4" /> + <description> + Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components. + </description> + </method> <method name="round" qualifiers="const"> <return type="Vector4" /> <description> @@ -145,6 +183,13 @@ Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. </description> </method> + <method name="snapped" qualifiers="const"> + <return type="Vector4" /> + <argument index="0" name="step" type="Vector4" /> + <description> + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. + </description> + </method> </methods> <members> <member name="w" type="float" setter="" getter="" default="0.0"> diff --git a/tests/core/math/test_vector4.h b/tests/core/math/test_vector4.h new file mode 100644 index 0000000000..4b8759c0ca --- /dev/null +++ b/tests/core/math/test_vector4.h @@ -0,0 +1,312 @@ +/*************************************************************************/ +/* test_vector4.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TEST_VECTOR4_H +#define TEST_VECTOR4_H + +#include "core/math/vector4.h" +#include "tests/test_macros.h" + +#define Math_SQRT3 1.7320508075688772935274463415059 + +namespace TestVector4 { + +TEST_CASE("[Vector4] Axis methods") { + Vector4 vector = Vector4(1.2, 3.4, 5.6, -0.9); + CHECK_MESSAGE( + vector.max_axis_index() == Vector4::Axis::AXIS_Z, + "Vector4 max_axis_index should work as expected."); + CHECK_MESSAGE( + vector.min_axis_index() == Vector4::Axis::AXIS_W, + "Vector4 min_axis_index should work as expected."); + CHECK_MESSAGE( + vector.get_axis(vector.max_axis_index()) == (real_t)5.6, + "Vector4 get_axis should work as expected."); + CHECK_MESSAGE( + vector[vector.min_axis_index()] == (real_t)-0.9, + "Vector4 array operator should work as expected."); + + vector.set_axis(Vector4::Axis::AXIS_Y, 4.7); + CHECK_MESSAGE( + vector.get_axis(Vector4::Axis::AXIS_Y) == (real_t)4.7, + "Vector4 set_axis should work as expected."); + vector[Vector4::Axis::AXIS_Y] = 3.7; + CHECK_MESSAGE( + vector[Vector4::Axis::AXIS_Y] == (real_t)3.7, + "Vector4 array operator setter should work as expected."); +} + +TEST_CASE("[Vector4] Interpolation methods") { + const Vector4 vector1 = Vector4(1, 2, 3, 4); + const Vector4 vector2 = Vector4(4, 5, 6, 7); + CHECK_MESSAGE( + vector1.lerp(vector2, 0.5) == Vector4(2.5, 3.5, 4.5, 5.5), + "Vector4 lerp should work as expected."); + CHECK_MESSAGE( + vector1.lerp(vector2, 1.0 / 3.0).is_equal_approx(Vector4(2, 3, 4, 5)), + "Vector4 lerp should work as expected."); + CHECK_MESSAGE( + vector1.cubic_interpolate(vector2, Vector4(), Vector4(7, 7, 7, 7), 0.5) == Vector4(2.375, 3.5, 4.625, 5.75), + "Vector4 cubic_interpolate should work as expected."); + CHECK_MESSAGE( + vector1.cubic_interpolate(vector2, Vector4(), Vector4(7, 7, 7, 7), 1.0 / 3.0).is_equal_approx(Vector4(1.851851940155029297, 2.962963104248046875, 4.074074268341064453, 5.185185185185)), + "Vector4 cubic_interpolate should work as expected."); +} + +TEST_CASE("[Vector4] Length methods") { + const Vector4 vector1 = Vector4(10, 10, 10, 10); + const Vector4 vector2 = Vector4(20, 30, 40, 50); + CHECK_MESSAGE( + vector1.length_squared() == 400, + "Vector4 length_squared should work as expected and return exact result."); + CHECK_MESSAGE( + Math::is_equal_approx(vector1.length(), 20), + "Vector4 length should work as expected."); + CHECK_MESSAGE( + vector2.length_squared() == 5400, + "Vector4 length_squared should work as expected and return exact result."); + CHECK_MESSAGE( + Math::is_equal_approx(vector2.length(), (real_t)73.484692283495), + "Vector4 length should work as expected."); + CHECK_MESSAGE( + Math::is_equal_approx(vector1.distance_to(vector2), (real_t)54.772255750517), + "Vector4 distance_to should work as expected."); +} + +TEST_CASE("[Vector4] Limiting methods") { + const Vector4 vector = Vector4(10, 10, 10, 10); + CHECK_MESSAGE( + Vector4(-5, 5, 15, -15).clamp(Vector4(), vector) == Vector4(0, 5, 10, 0), + "Vector4 clamp should work as expected."); + CHECK_MESSAGE( + vector.clamp(Vector4(0, 10, 15, 18), Vector4(5, 10, 20, 25)) == Vector4(5, 10, 15, 18), + "Vector4 clamp should work as expected."); +} + +TEST_CASE("[Vector4] Normalization methods") { + CHECK_MESSAGE( + Vector4(1, 0, 0, 0).is_normalized() == true, + "Vector4 is_normalized should return true for a normalized vector."); + CHECK_MESSAGE( + Vector4(1, 1, 1, 1).is_normalized() == false, + "Vector4 is_normalized should return false for a non-normalized vector."); + CHECK_MESSAGE( + Vector4(1, 0, 0, 0).normalized() == Vector4(1, 0, 0, 0), + "Vector4 normalized should return the same vector for a normalized vector."); + CHECK_MESSAGE( + Vector4(1, 1, 0, 0).normalized().is_equal_approx(Vector4(Math_SQRT12, Math_SQRT12, 0, 0)), + "Vector4 normalized should work as expected."); + CHECK_MESSAGE( + Vector4(1, 1, 1, 1).normalized().is_equal_approx(Vector4(0.5, 0.5, 0.5, 0.5)), + "Vector4 normalized should work as expected."); +} + +TEST_CASE("[Vector4] Operators") { + const Vector4 decimal1 = Vector4(2.3, 4.9, 7.8, 3.2); + const Vector4 decimal2 = Vector4(1.2, 3.4, 5.6, 1.7); + const Vector4 power1 = Vector4(0.75, 1.5, 0.625, 0.125); + const Vector4 power2 = Vector4(0.5, 0.125, 0.25, 0.75); + const Vector4 int1 = Vector4(4, 5, 9, 2); + const Vector4 int2 = Vector4(1, 2, 3, 1); + + CHECK_MESSAGE( + -decimal1 == Vector4(-2.3, -4.9, -7.8, -3.2), + "Vector4 change of sign should work as expected."); + CHECK_MESSAGE( + (decimal1 + decimal2).is_equal_approx(Vector4(3.5, 8.3, 13.4, 4.9)), + "Vector4 addition should behave as expected."); + CHECK_MESSAGE( + (power1 + power2) == Vector4(1.25, 1.625, 0.875, 0.875), + "Vector4 addition with powers of two should give exact results."); + CHECK_MESSAGE( + (int1 + int2) == Vector4(5, 7, 12, 3), + "Vector4 addition with integers should give exact results."); + + CHECK_MESSAGE( + (decimal1 - decimal2).is_equal_approx(Vector4(1.1, 1.5, 2.2, 1.5)), + "Vector4 subtraction should behave as expected."); + CHECK_MESSAGE( + (power1 - power2) == Vector4(0.25, 1.375, 0.375, -0.625), + "Vector4 subtraction with powers of two should give exact results."); + CHECK_MESSAGE( + (int1 - int2) == Vector4(3, 3, 6, 1), + "Vector4 subtraction with integers should give exact results."); + + CHECK_MESSAGE( + (decimal1 * decimal2).is_equal_approx(Vector4(2.76, 16.66, 43.68, 5.44)), + "Vector4 multiplication should behave as expected."); + CHECK_MESSAGE( + (power1 * power2) == Vector4(0.375, 0.1875, 0.15625, 0.09375), + "Vector4 multiplication with powers of two should give exact results."); + CHECK_MESSAGE( + (int1 * int2) == Vector4(4, 10, 27, 2), + "Vector4 multiplication with integers should give exact results."); + + CHECK_MESSAGE( + (decimal1 / decimal2).is_equal_approx(Vector4(1.91666666666666666, 1.44117647058823529, 1.39285714285714286, 1.88235294118)), + "Vector4 division should behave as expected."); + CHECK_MESSAGE( + (power1 / power2) == Vector4(1.5, 12.0, 2.5, 1.0 / 6.0), + "Vector4 division with powers of two should give exact results."); + CHECK_MESSAGE( + (int1 / int2) == Vector4(4, 2.5, 3, 2), + "Vector4 division with integers should give exact results."); + + CHECK_MESSAGE( + (decimal1 * 2).is_equal_approx(Vector4(4.6, 9.8, 15.6, 6.4)), + "Vector4 multiplication should behave as expected."); + CHECK_MESSAGE( + (power1 * 2) == Vector4(1.5, 3, 1.25, 0.25), + "Vector4 multiplication with powers of two should give exact results."); + CHECK_MESSAGE( + (int1 * 2) == Vector4(8, 10, 18, 4), + "Vector4 multiplication with integers should give exact results."); + + CHECK_MESSAGE( + (decimal1 / 2).is_equal_approx(Vector4(1.15, 2.45, 3.9, 1.6)), + "Vector4 division should behave as expected."); + CHECK_MESSAGE( + (power1 / 2) == Vector4(0.375, 0.75, 0.3125, 0.0625), + "Vector4 division with powers of two should give exact results."); + CHECK_MESSAGE( + (int1 / 2) == Vector4(2, 2.5, 4.5, 1), + "Vector4 division with integers should give exact results."); + + CHECK_MESSAGE( + ((String)decimal1) == "(2.3, 4.9, 7.8, 3.2)", + "Vector4 cast to String should work as expected."); + CHECK_MESSAGE( + ((String)decimal2) == "(1.2, 3.4, 5.6, 1.7)", + "Vector4 cast to String should work as expected."); + CHECK_MESSAGE( + ((String)Vector4(9.7, 9.8, 9.9, -1.8)) == "(9.7, 9.8, 9.9, -1.8)", + "Vector4 cast to String should work as expected."); +#ifdef REAL_T_IS_DOUBLE + CHECK_MESSAGE( + ((String)Vector4(Math_E, Math_SQRT2, Math_SQRT3, Math_SQRT3)) == "(2.71828182845905, 1.4142135623731, 1.73205080756888, 1.73205080756888)", + "Vector4 cast to String should print the correct amount of digits for real_t = double."); +#else + CHECK_MESSAGE( + ((String)Vector4(Math_E, Math_SQRT2, Math_SQRT3, Math_SQRT3)) == "(2.718282, 1.414214, 1.732051, 1.732051)", + "Vector4 cast to String should print the correct amount of digits for real_t = float."); +#endif // REAL_T_IS_DOUBLE +} + +TEST_CASE("[Vector4] Other methods") { + const Vector4 vector = Vector4(1.2, 3.4, 5.6, 1.6); + CHECK_MESSAGE( + vector.direction_to(Vector4()).is_equal_approx(-vector.normalized()), + "Vector4 direction_to should work as expected."); + CHECK_MESSAGE( + Vector4(1, 1, 1, 1).direction_to(Vector4(2, 2, 2, 2)).is_equal_approx(Vector4(0.5, 0.5, 0.5, 0.5)), + "Vector4 direction_to should work as expected."); + CHECK_MESSAGE( + vector.inverse().is_equal_approx(Vector4(1 / 1.2, 1 / 3.4, 1 / 5.6, 1 / 1.6)), + "Vector4 inverse should work as expected."); + CHECK_MESSAGE( + vector.posmod(2).is_equal_approx(Vector4(1.2, 1.4, 1.6, 1.6)), + "Vector4 posmod should work as expected."); + CHECK_MESSAGE( + (-vector).posmod(2).is_equal_approx(Vector4(0.8, 0.6, 0.4, 0.4)), + "Vector4 posmod should work as expected."); + CHECK_MESSAGE( + vector.posmodv(Vector4(1, 2, 3, 4)).is_equal_approx(Vector4(0.2, 1.4, 2.6, 1.6)), + "Vector4 posmodv should work as expected."); + CHECK_MESSAGE( + (-vector).posmodv(Vector4(2, 3, 4, 5)).is_equal_approx(Vector4(0.8, 2.6, 2.4, 3.4)), + "Vector4 posmodv should work as expected."); + CHECK_MESSAGE( + vector.snapped(Vector4(1, 1, 1, 1)) == Vector4(1, 3, 6, 2), + "Vector4 snapped to integers should be the same as rounding."); + CHECK_MESSAGE( + vector.snapped(Vector4(0.25, 0.25, 0.25, 0.25)) == Vector4(1.25, 3.5, 5.5, 1.5), + "Vector4 snapped to 0.25 should give exact results."); +} + +TEST_CASE("[Vector4] Rounding methods") { + const Vector4 vector1 = Vector4(1.2, 3.4, 5.6, 1.6); + const Vector4 vector2 = Vector4(1.2, -3.4, -5.6, -1.6); + CHECK_MESSAGE( + vector1.abs() == vector1, + "Vector4 abs should work as expected."); + CHECK_MESSAGE( + vector2.abs() == vector1, + "Vector4 abs should work as expected."); + CHECK_MESSAGE( + vector1.ceil() == Vector4(2, 4, 6, 2), + "Vector4 ceil should work as expected."); + CHECK_MESSAGE( + vector2.ceil() == Vector4(2, -3, -5, -1), + "Vector4 ceil should work as expected."); + + CHECK_MESSAGE( + vector1.floor() == Vector4(1, 3, 5, 1), + "Vector4 floor should work as expected."); + CHECK_MESSAGE( + vector2.floor() == Vector4(1, -4, -6, -2), + "Vector4 floor should work as expected."); + + CHECK_MESSAGE( + vector1.round() == Vector4(1, 3, 6, 2), + "Vector4 round should work as expected."); + CHECK_MESSAGE( + vector2.round() == Vector4(1, -3, -6, -2), + "Vector4 round should work as expected."); + + CHECK_MESSAGE( + vector1.sign() == Vector4(1, 1, 1, 1), + "Vector4 sign should work as expected."); + CHECK_MESSAGE( + vector2.sign() == Vector4(1, -1, -1, -1), + "Vector4 sign should work as expected."); +} + +TEST_CASE("[Vector4] Linear algebra methods") { + const Vector4 vector_x = Vector4(1, 0, 0, 0); + const Vector4 vector_y = Vector4(0, 1, 0, 0); + const Vector4 vector1 = Vector4(1.7, 2.3, 1, 9.1); + const Vector4 vector2 = Vector4(-8.2, -16, 3, 2.4); + + CHECK_MESSAGE( + vector_x.dot(vector_y) == 0.0, + "Vector4 dot product of perpendicular vectors should be zero."); + CHECK_MESSAGE( + vector_x.dot(vector_x) == 1.0, + "Vector4 dot product of identical unit vectors should be one."); + CHECK_MESSAGE( + (vector_x * 10).dot(vector_x * 10) == 100.0, + "Vector4 dot product of same direction vectors should behave as expected."); + CHECK_MESSAGE( + Math::is_equal_approx((vector1 * 2).dot(vector2 * 4), (real_t)-25.9 * 8), + "Vector4 dot product should work as expected."); +} +} // namespace TestVector4 + +#endif // TEST_VECTOR4_H diff --git a/tests/core/math/test_vector4i.h b/tests/core/math/test_vector4i.h new file mode 100644 index 0000000000..ac63001b24 --- /dev/null +++ b/tests/core/math/test_vector4i.h @@ -0,0 +1,148 @@ +/*************************************************************************/ +/* test_vector4i.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TEST_VECTOR4I_H +#define TEST_VECTOR4I_H + +#include "core/math/vector4i.h" +#include "tests/test_macros.h" + +namespace TestVector4i { + +TEST_CASE("[Vector4i] Axis methods") { + Vector4i vector = Vector4i(1, 2, 3, 4); + CHECK_MESSAGE( + vector.max_axis_index() == Vector4i::Axis::AXIS_W, + "Vector4i max_axis_index should work as expected."); + CHECK_MESSAGE( + vector.min_axis_index() == Vector4i::Axis::AXIS_X, + "Vector4i min_axis_index should work as expected."); + CHECK_MESSAGE( + vector.get_axis(vector.max_axis_index()) == 4, + "Vector4i get_axis should work as expected."); + CHECK_MESSAGE( + vector[vector.min_axis_index()] == 1, + "Vector4i array operator should work as expected."); + + vector.set_axis(Vector4i::Axis::AXIS_Y, 5); + CHECK_MESSAGE( + vector.get_axis(Vector4i::Axis::AXIS_Y) == 5, + "Vector4i set_axis should work as expected."); + vector[Vector4i::Axis::AXIS_Y] = 5; + CHECK_MESSAGE( + vector[Vector4i::Axis::AXIS_Y] == 5, + "Vector4i array operator setter should work as expected."); +} + +TEST_CASE("[Vector4i] Clamp method") { + const Vector4i vector = Vector4i(10, 10, 10, 10); + CHECK_MESSAGE( + Vector4i(-5, 5, 15, INT_MAX).clamp(Vector4i(), vector) == Vector4i(0, 5, 10, 10), + "Vector4i clamp should work as expected."); + CHECK_MESSAGE( + vector.clamp(Vector4i(0, 10, 15, -10), Vector4i(5, 10, 20, -5)) == Vector4i(5, 10, 15, -5), + "Vector4i clamp should work as expected."); +} + +TEST_CASE("[Vector4i] Length methods") { + const Vector4i vector1 = Vector4i(10, 10, 10, 10); + const Vector4i vector2 = Vector4i(20, 30, 40, 50); + CHECK_MESSAGE( + vector1.length_squared() == 400, + "Vector4i length_squared should work as expected and return exact result."); + CHECK_MESSAGE( + Math::is_equal_approx(vector1.length(), 20), + "Vector4i length should work as expected."); + CHECK_MESSAGE( + vector2.length_squared() == 5400, + "Vector4i length_squared should work as expected and return exact result."); + CHECK_MESSAGE( + Math::is_equal_approx(vector2.length(), 73.4846922835), + "Vector4i length should work as expected."); +} + +TEST_CASE("[Vector4i] Operators") { + const Vector4i vector1 = Vector4i(4, 5, 9, 2); + const Vector4i vector2 = Vector4i(1, 2, 3, 4); + + CHECK_MESSAGE( + -vector1 == Vector4i(-4, -5, -9, -2), + "Vector4i change of sign should work as expected."); + CHECK_MESSAGE( + (vector1 + vector2) == Vector4i(5, 7, 12, 6), + "Vector4i addition with integers should give exact results."); + CHECK_MESSAGE( + (vector1 - vector2) == Vector4i(3, 3, 6, -2), + "Vector4i subtraction with integers should give exact results."); + CHECK_MESSAGE( + (vector1 * vector2) == Vector4i(4, 10, 27, 8), + "Vector4i multiplication with integers should give exact results."); + CHECK_MESSAGE( + (vector1 / vector2) == Vector4i(4, 2, 3, 0), + "Vector4i division with integers should give exact results."); + + CHECK_MESSAGE( + (vector1 * 2) == Vector4i(8, 10, 18, 4), + "Vector4i multiplication with integers should give exact results."); + CHECK_MESSAGE( + (vector1 / 2) == Vector4i(2, 2, 4, 1), + "Vector4i division with integers should give exact results."); + + CHECK_MESSAGE( + ((Vector4)vector1) == Vector4(4, 5, 9, 2), + "Vector4i cast to Vector4 should work as expected."); + CHECK_MESSAGE( + ((Vector4)vector2) == Vector4(1, 2, 3, 4), + "Vector4i cast to Vector4 should work as expected."); + CHECK_MESSAGE( + Vector4i(Vector4(1.1, 2.9, 3.9, 100.5)) == Vector4i(1, 2, 3, 100), + "Vector4i constructed from Vector4 should work as expected."); +} + +TEST_CASE("[Vector4i] Abs and sign methods") { + const Vector4i vector1 = Vector4i(1, 3, 5, 7); + const Vector4i vector2 = Vector4i(1, -3, -5, 7); + CHECK_MESSAGE( + vector1.abs() == vector1, + "Vector4i abs should work as expected."); + CHECK_MESSAGE( + vector2.abs() == vector1, + "Vector4i abs should work as expected."); + + CHECK_MESSAGE( + vector1.sign() == Vector4i(1, 1, 1, 1), + "Vector4i sign should work as expected."); + CHECK_MESSAGE( + vector2.sign() == Vector4i(1, -1, -1, 1), + "Vector4i sign should work as expected."); +} +} // namespace TestVector4i + +#endif // TEST_VECTOR4I_H diff --git a/tests/test_main.cpp b/tests/test_main.cpp index 628b9cbc3c..3d186711cb 100644 --- a/tests/test_main.cpp +++ b/tests/test_main.cpp @@ -58,6 +58,8 @@ #include "tests/core/math/test_vector2i.h" #include "tests/core/math/test_vector3.h" #include "tests/core/math/test_vector3i.h" +#include "tests/core/math/test_vector4.h" +#include "tests/core/math/test_vector4i.h" #include "tests/core/object/test_class_db.h" #include "tests/core/object/test_method_bind.h" #include "tests/core/object/test_object.h" |