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-rw-r--r--tests/core/io/test_config_file.h4
-rw-r--r--tests/core/io/test_file_access.h4
-rw-r--r--tests/core/io/test_image.h4
-rw-r--r--tests/core/io/test_json.h4
-rw-r--r--tests/core/io/test_marshalls.h4
-rw-r--r--tests/core/io/test_pck_packer.h4
-rw-r--r--tests/core/io/test_resource.h4
-rw-r--r--tests/core/io/test_xml_parser.h4
-rw-r--r--tests/core/math/test_aabb.h4
-rw-r--r--tests/core/math/test_astar.h4
-rw-r--r--tests/core/math/test_basis.h4
-rw-r--r--tests/core/math/test_color.h4
-rw-r--r--tests/core/math/test_expression.h4
-rw-r--r--tests/core/math/test_geometry_2d.h4
-rw-r--r--tests/core/math/test_geometry_3d.h4
-rw-r--r--tests/core/math/test_math.cpp6
-rw-r--r--tests/core/math/test_math.h4
-rw-r--r--tests/core/math/test_random_number_generator.h4
-rw-r--r--tests/core/math/test_rect2.h4
-rw-r--r--tests/core/math/test_vector2.h385
-rw-r--r--tests/core/math/test_vector2i.h144
-rw-r--r--tests/core/math/test_vector3.h414
-rw-r--r--tests/core/math/test_vector3i.h145
-rw-r--r--tests/core/object/test_class_db.h4
-rw-r--r--tests/core/object/test_method_bind.h4
-rw-r--r--tests/core/object/test_object.h4
-rw-r--r--tests/core/string/test_node_path.h4
-rw-r--r--tests/core/string/test_string.h12
-rw-r--r--tests/core/string/test_translation.h4
-rw-r--r--tests/core/templates/test_command_queue.h4
-rw-r--r--tests/core/templates/test_list.h4
-rw-r--r--tests/core/templates/test_local_vector.h15
-rw-r--r--tests/core/templates/test_lru.h4
-rw-r--r--tests/core/templates/test_oa_hash_map.cpp4
-rw-r--r--tests/core/templates/test_oa_hash_map.h4
-rw-r--r--tests/core/templates/test_ordered_hash_map.h4
-rw-r--r--tests/core/templates/test_paged_array.h4
-rw-r--r--tests/core/templates/test_vector.h40
-rw-r--r--tests/core/test_crypto.h4
-rw-r--r--tests/core/test_hashing_context.h4
-rw-r--r--tests/core/test_time.h4
-rw-r--r--tests/core/variant/test_array.h39
-rw-r--r--tests/core/variant/test_dictionary.h4
-rw-r--r--tests/core/variant/test_variant.h4
-rw-r--r--tests/scene/test_code_edit.h38
-rw-r--r--tests/scene/test_curve.h4
-rw-r--r--tests/scene/test_gradient.h4
-rw-r--r--tests/scene/test_gui.cpp4
-rw-r--r--tests/scene/test_gui.h4
-rw-r--r--tests/scene/test_path_3d.h4
-rw-r--r--tests/scene/test_path_follow_2d.h4
-rw-r--r--tests/scene/test_path_follow_3d.h4
-rw-r--r--tests/servers/test_physics_2d.cpp4
-rw-r--r--tests/servers/test_physics_2d.h4
-rw-r--r--tests/servers/test_physics_3d.cpp4
-rw-r--r--tests/servers/test_physics_3d.h4
-rw-r--r--tests/servers/test_render.cpp4
-rw-r--r--tests/servers/test_render.h4
-rw-r--r--tests/servers/test_shader_lang.cpp7
-rw-r--r--tests/servers/test_shader_lang.h4
-rw-r--r--tests/servers/test_text_server.h210
-rw-r--r--tests/test_macros.cpp4
-rw-r--r--tests/test_macros.h8
-rw-r--r--tests/test_main.cpp10
-rw-r--r--tests/test_main.h4
-rw-r--r--tests/test_tools.h4
-rw-r--r--tests/test_utils.cpp4
-rw-r--r--tests/test_utils.h4
-rw-r--r--tests/test_validate_testing.h4
69 files changed, 1528 insertions, 165 deletions
diff --git a/tests/core/io/test_config_file.h b/tests/core/io/test_config_file.h
index f6fbaf9a88..6e393c7a2d 100644
--- a/tests/core/io/test_config_file.h
+++ b/tests/core/io/test_config_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_file_access.h b/tests/core/io/test_file_access.h
index f566899c9b..eee57048cf 100644
--- a/tests/core/io/test_file_access.h
+++ b/tests/core/io/test_file_access.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_image.h b/tests/core/io/test_image.h
index 643d2f31ec..dcf21dd7b0 100644
--- a/tests/core/io/test_image.h
+++ b/tests/core/io/test_image.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_json.h b/tests/core/io/test_json.h
index 3af58dfa1c..478cf1766e 100644
--- a/tests/core/io/test_json.h
+++ b/tests/core/io/test_json.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_marshalls.h b/tests/core/io/test_marshalls.h
index 6bd916164e..546a2e9358 100644
--- a/tests/core/io/test_marshalls.h
+++ b/tests/core/io/test_marshalls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_pck_packer.h b/tests/core/io/test_pck_packer.h
index 75a4abffbe..95adca6d68 100644
--- a/tests/core/io/test_pck_packer.h
+++ b/tests/core/io/test_pck_packer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_resource.h b/tests/core/io/test_resource.h
index cee3281995..b3983bb06d 100644
--- a/tests/core/io/test_resource.h
+++ b/tests/core/io/test_resource.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/io/test_xml_parser.h b/tests/core/io/test_xml_parser.h
index 2d00f29ddf..87592b56ce 100644
--- a/tests/core/io/test_xml_parser.h
+++ b/tests/core/io/test_xml_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_aabb.h b/tests/core/math/test_aabb.h
index f5076ce1ed..526972a82f 100644
--- a/tests/core/math/test_aabb.h
+++ b/tests/core/math/test_aabb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_astar.h b/tests/core/math/test_astar.h
index 2c183374ac..859172dca3 100644
--- a/tests/core/math/test_astar.h
+++ b/tests/core/math/test_astar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_basis.h b/tests/core/math/test_basis.h
index 500c069a33..257e41e82c 100644
--- a/tests/core/math/test_basis.h
+++ b/tests/core/math/test_basis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_color.h b/tests/core/math/test_color.h
index 82cf786f7a..e62ce6ec60 100644
--- a/tests/core/math/test_color.h
+++ b/tests/core/math/test_color.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_expression.h b/tests/core/math/test_expression.h
index cb1d29389f..5a894b20f3 100644
--- a/tests/core/math/test_expression.h
+++ b/tests/core/math/test_expression.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_geometry_2d.h b/tests/core/math/test_geometry_2d.h
index 8f6669b572..3487e4d7e8 100644
--- a/tests/core/math/test_geometry_2d.h
+++ b/tests/core/math/test_geometry_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_geometry_3d.h b/tests/core/math/test_geometry_3d.h
index f42003ffcf..1b8d2eee34 100644
--- a/tests/core/math/test_geometry_3d.h
+++ b/tests/core/math/test_geometry_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_math.cpp b/tests/core/math/test_math.cpp
index 97e6055130..a24a8fde2b 100644
--- a/tests/core/math/test_math.cpp
+++ b/tests/core/math/test_math.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -308,7 +308,7 @@ public:
curly_stack++;
break;
} else {
- break; //whathever else
+ break; //whatever else
}
}
diff --git a/tests/core/math/test_math.h b/tests/core/math/test_math.h
index ab5fb6a050..a8aa8f6847 100644
--- a/tests/core/math/test_math.h
+++ b/tests/core/math/test_math.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_random_number_generator.h b/tests/core/math/test_random_number_generator.h
index 39c4771c19..e8cd47b9d7 100644
--- a/tests/core/math/test_random_number_generator.h
+++ b/tests/core/math/test_random_number_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_rect2.h b/tests/core/math/test_rect2.h
index aabb950461..e07250a8a2 100644
--- a/tests/core/math/test_rect2.h
+++ b/tests/core/math/test_rect2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/math/test_vector2.h b/tests/core/math/test_vector2.h
new file mode 100644
index 0000000000..cb447acd17
--- /dev/null
+++ b/tests/core/math/test_vector2.h
@@ -0,0 +1,385 @@
+/*************************************************************************/
+/* test_vector2.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_VECTOR2_H
+#define TEST_VECTOR2_H
+
+#include "core/math/vector2.h"
+#include "tests/test_macros.h"
+
+namespace TestVector2 {
+
+TEST_CASE("[Vector2] Angle methods") {
+ const Vector2 vector_x = Vector2(1, 0);
+ const Vector2 vector_y = Vector2(0, 1);
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_x.angle_to(vector_y), (real_t)Math_TAU / 4),
+ "Vector2 angle_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_y.angle_to(vector_x), (real_t)-Math_TAU / 4),
+ "Vector2 angle_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_x.angle_to_point(vector_y), (real_t)Math_TAU * 3 / 8),
+ "Vector2 angle_to_point should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_y.angle_to_point(vector_x), (real_t)-Math_TAU / 8),
+ "Vector2 angle_to_point should work as expected.");
+}
+
+TEST_CASE("[Vector2] Axis methods") {
+ Vector2 vector = Vector2(1.2, 3.4);
+ CHECK_MESSAGE(
+ vector.max_axis_index() == Vector2::Axis::AXIS_Y,
+ "Vector2 max_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.min_axis_index() == Vector2::Axis::AXIS_X,
+ "Vector2 min_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector[vector.min_axis_index()] == (real_t)1.2,
+ "Vector2 array operator should work as expected.");
+ vector[Vector2::Axis::AXIS_Y] = 3.7;
+ CHECK_MESSAGE(
+ vector[Vector2::Axis::AXIS_Y] == (real_t)3.7,
+ "Vector2 array operator setter should work as expected.");
+}
+
+TEST_CASE("[Vector2] Interpolation methods") {
+ const Vector2 vector1 = Vector2(1, 2);
+ const Vector2 vector2 = Vector2(4, 5);
+ CHECK_MESSAGE(
+ vector1.lerp(vector2, 0.5) == Vector2(2.5, 3.5),
+ "Vector2 lerp should work as expected.");
+ CHECK_MESSAGE(
+ vector1.lerp(vector2, 1.0 / 3.0).is_equal_approx(Vector2(2, 3)),
+ "Vector2 lerp should work as expected.");
+ CHECK_MESSAGE(
+ vector1.normalized().slerp(vector2.normalized(), 0.5).is_equal_approx(Vector2(0.538953602313995361, 0.84233558177947998)),
+ "Vector2 slerp should work as expected.");
+ CHECK_MESSAGE(
+ vector1.normalized().slerp(vector2.normalized(), 1.0 / 3.0).is_equal_approx(Vector2(0.508990883827209473, 0.860771894454956055)),
+ "Vector2 slerp should work as expected.");
+ CHECK_MESSAGE(
+ Vector2(5, 0).slerp(Vector2(0, 5), 0.5).is_equal_approx(Vector2(5, 5) * Math_SQRT12),
+ "Vector2 slerp with non-normalized values should work as expected.");
+ CHECK_MESSAGE(
+ Vector2().slerp(Vector2(), 0.5) == Vector2(),
+ "Vector2 slerp with both inputs as zero vectors should return a zero vector.");
+ CHECK_MESSAGE(
+ Vector2().slerp(Vector2(1, 1), 0.5) == Vector2(0.5, 0.5),
+ "Vector2 slerp with one input as zero should behave like a regular lerp.");
+ CHECK_MESSAGE(
+ Vector2(1, 1).slerp(Vector2(), 0.5) == Vector2(0.5, 0.5),
+ "Vector2 slerp with one input as zero should behave like a regular lerp.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.slerp(vector2, 0.5).length(), (real_t)4.31959610746631919),
+ "Vector2 slerp with different length input should return a vector with an interpolated length.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.angle_to(vector1.slerp(vector2, 0.5)) * 2, vector1.angle_to(vector2)),
+ "Vector2 slerp with different length input should return a vector with an interpolated angle.");
+ CHECK_MESSAGE(
+ vector1.cubic_interpolate(vector2, Vector2(), Vector2(7, 7), 0.5) == Vector2(2.375, 3.5),
+ "Vector2 cubic_interpolate should work as expected.");
+ CHECK_MESSAGE(
+ vector1.cubic_interpolate(vector2, Vector2(), Vector2(7, 7), 1.0 / 3.0).is_equal_approx(Vector2(1.851851940155029297, 2.962963104248046875)),
+ "Vector2 cubic_interpolate should work as expected.");
+ CHECK_MESSAGE(
+ Vector2(1, 0).move_toward(Vector2(10, 0), 3) == Vector2(4, 0),
+ "Vector2 move_toward should work as expected.");
+}
+
+TEST_CASE("[Vector2] Length methods") {
+ const Vector2 vector1 = Vector2(10, 10);
+ const Vector2 vector2 = Vector2(20, 30);
+ CHECK_MESSAGE(
+ vector1.length_squared() == 200,
+ "Vector2 length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.length(), 10 * (real_t)Math_SQRT2),
+ "Vector2 length should work as expected.");
+ CHECK_MESSAGE(
+ vector2.length_squared() == 1300,
+ "Vector2 length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector2.length(), (real_t)36.05551275463989293119),
+ "Vector2 length should work as expected.");
+ CHECK_MESSAGE(
+ vector1.distance_squared_to(vector2) == 500,
+ "Vector2 distance_squared_to should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.distance_to(vector2), (real_t)22.36067977499789696409),
+ "Vector2 distance_to should work as expected.");
+}
+
+TEST_CASE("[Vector2] Limiting methods") {
+ const Vector2 vector = Vector2(10, 10);
+ CHECK_MESSAGE(
+ vector.limit_length().is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
+ "Vector2 limit_length should work as expected.");
+ CHECK_MESSAGE(
+ vector.limit_length(5).is_equal_approx(5 * Vector2(Math_SQRT12, Math_SQRT12)),
+ "Vector2 limit_length should work as expected.");
+
+ CHECK_MESSAGE(
+ Vector2(-5, 15).clamp(Vector2(), vector).is_equal_approx(Vector2(0, 10)),
+ "Vector2 clamp should work as expected.");
+ CHECK_MESSAGE(
+ vector.clamp(Vector2(0, 15), Vector2(5, 20)).is_equal_approx(Vector2(5, 15)),
+ "Vector2 clamp should work as expected.");
+}
+
+TEST_CASE("[Vector2] Normalization methods") {
+ CHECK_MESSAGE(
+ Vector2(1, 0).is_normalized() == true,
+ "Vector2 is_normalized should return true for a normalized vector.");
+ CHECK_MESSAGE(
+ Vector2(1, 1).is_normalized() == false,
+ "Vector2 is_normalized should return false for a non-normalized vector.");
+ CHECK_MESSAGE(
+ Vector2(1, 0).normalized() == Vector2(1, 0),
+ "Vector2 normalized should return the same vector for a normalized vector.");
+ CHECK_MESSAGE(
+ Vector2(1, 1).normalized().is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
+ "Vector2 normalized should work as expected.");
+}
+
+TEST_CASE("[Vector2] Operators") {
+ const Vector2 decimal1 = Vector2(2.3, 4.9);
+ const Vector2 decimal2 = Vector2(1.2, 3.4);
+ const Vector2 power1 = Vector2(0.75, 1.5);
+ const Vector2 power2 = Vector2(0.5, 0.125);
+ const Vector2 int1 = Vector2(4, 5);
+ const Vector2 int2 = Vector2(1, 2);
+
+ CHECK_MESSAGE(
+ (decimal1 + decimal2).is_equal_approx(Vector2(3.5, 8.3)),
+ "Vector2 addition should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 + power2) == Vector2(1.25, 1.625),
+ "Vector2 addition with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 + int2) == Vector2(5, 7),
+ "Vector2 addition with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 - decimal2).is_equal_approx(Vector2(1.1, 1.5)),
+ "Vector2 subtraction should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 - power2) == Vector2(0.25, 1.375),
+ "Vector2 subtraction with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 - int2) == Vector2(3, 3),
+ "Vector2 subtraction with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 * decimal2).is_equal_approx(Vector2(2.76, 16.66)),
+ "Vector2 multiplication should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 * power2) == Vector2(0.375, 0.1875),
+ "Vector2 multiplication with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 * int2) == Vector2(4, 10),
+ "Vector2 multiplication with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 / decimal2).is_equal_approx(Vector2(1.91666666666666666, 1.44117647058823529)),
+ "Vector2 division should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 / power2) == Vector2(1.5, 12.0),
+ "Vector2 division with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 / int2) == Vector2(4, 2.5),
+ "Vector2 division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 * 2).is_equal_approx(Vector2(4.6, 9.8)),
+ "Vector2 multiplication should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 * 2) == Vector2(1.5, 3),
+ "Vector2 multiplication with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 * 2) == Vector2(8, 10),
+ "Vector2 multiplication with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 / 2).is_equal_approx(Vector2(1.15, 2.45)),
+ "Vector2 division should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 / 2) == Vector2(0.375, 0.75),
+ "Vector2 division with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 / 2) == Vector2(2, 2.5),
+ "Vector2 division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ ((Vector2i)decimal1) == Vector2i(2, 4),
+ "Vector2 cast to Vector2i should work as expected.");
+ CHECK_MESSAGE(
+ ((Vector2i)decimal2) == Vector2i(1, 3),
+ "Vector2 cast to Vector2i should work as expected.");
+ CHECK_MESSAGE(
+ Vector2(Vector2i(1, 2)) == Vector2(1, 2),
+ "Vector2 constructed from Vector2i should work as expected.");
+
+ CHECK_MESSAGE(
+ ((String)decimal1) == "(2.3, 4.9)",
+ "Vector2 cast to String should work as expected.");
+ CHECK_MESSAGE(
+ ((String)decimal2) == "(1.2, 3.4)",
+ "Vector2 cast to String should work as expected.");
+ CHECK_MESSAGE(
+ ((String)Vector2(9.8, 9.9)) == "(9.8, 9.9)",
+ "Vector2 cast to String should work as expected.");
+#ifdef REAL_T_IS_DOUBLE
+ CHECK_MESSAGE(
+ ((String)Vector2(Math_PI, Math_TAU)) == "(3.14159265358979, 6.28318530717959)",
+ "Vector2 cast to String should print the correct amount of digits for real_t = double.");
+#else
+ CHECK_MESSAGE(
+ ((String)Vector2(Math_PI, Math_TAU)) == "(3.141593, 6.283185)",
+ "Vector2 cast to String should print the correct amount of digits for real_t = float.");
+#endif // REAL_T_IS_DOUBLE
+}
+
+TEST_CASE("[Vector2] Other methods") {
+ const Vector2 vector = Vector2(1.2, 3.4);
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector.aspect(), (real_t)1.2 / (real_t)3.4),
+ "Vector2 aspect should work as expected.");
+ CHECK_MESSAGE(
+ vector.direction_to(Vector2()).is_equal_approx(-vector.normalized()),
+ "Vector2 direction_to should work as expected.");
+ CHECK_MESSAGE(
+ Vector2(1, 1).direction_to(Vector2(2, 2)).is_equal_approx(Vector2(Math_SQRT12, Math_SQRT12)),
+ "Vector2 direction_to should work as expected.");
+ CHECK_MESSAGE(
+ vector.posmod(2).is_equal_approx(Vector2(1.2, 1.4)),
+ "Vector2 posmod should work as expected.");
+ CHECK_MESSAGE(
+ (-vector).posmod(2).is_equal_approx(Vector2(0.8, 0.6)),
+ "Vector2 posmod should work as expected.");
+ CHECK_MESSAGE(
+ vector.posmodv(Vector2(1, 2)).is_equal_approx(Vector2(0.2, 1.4)),
+ "Vector2 posmodv should work as expected.");
+ CHECK_MESSAGE(
+ (-vector).posmodv(Vector2(2, 3)).is_equal_approx(Vector2(0.8, 2.6)),
+ "Vector2 posmodv should work as expected.");
+ CHECK_MESSAGE(
+ vector.rotated(Math_TAU / 4).is_equal_approx(Vector2(-3.4, 1.2)),
+ "Vector2 rotated should work as expected.");
+ CHECK_MESSAGE(
+ vector.snapped(Vector2(1, 1)) == Vector2(1, 3),
+ "Vector2 snapped to integers should be the same as rounding.");
+ CHECK_MESSAGE(
+ Vector2(3.4, 5.6).snapped(Vector2(1, 1)) == Vector2(3, 6),
+ "Vector2 snapped to integers should be the same as rounding.");
+ CHECK_MESSAGE(
+ vector.snapped(Vector2(0.25, 0.25)) == Vector2(1.25, 3.5),
+ "Vector2 snapped to 0.25 should give exact results.");
+}
+
+TEST_CASE("[Vector2] Plane methods") {
+ const Vector2 vector = Vector2(1.2, 3.4);
+ const Vector2 vector_y = Vector2(0, 1);
+ CHECK_MESSAGE(
+ vector.bounce(vector_y) == Vector2(1.2, -3.4),
+ "Vector2 bounce on a plane with normal of the Y axis should.");
+ CHECK_MESSAGE(
+ vector.reflect(vector_y) == Vector2(-1.2, 3.4),
+ "Vector2 reflect on a plane with normal of the Y axis should.");
+ CHECK_MESSAGE(
+ vector.project(vector_y) == Vector2(0, 3.4),
+ "Vector2 projected on the X axis should only give the Y component.");
+ CHECK_MESSAGE(
+ vector.slide(vector_y) == Vector2(1.2, 0),
+ "Vector2 slide on a plane with normal of the Y axis should set the Y to zero.");
+}
+
+TEST_CASE("[Vector2] Rounding methods") {
+ const Vector2 vector1 = Vector2(1.2, 5.6);
+ const Vector2 vector2 = Vector2(1.2, -5.6);
+ CHECK_MESSAGE(
+ vector1.abs() == vector1,
+ "Vector2 abs should work as expected.");
+ CHECK_MESSAGE(
+ vector2.abs() == vector1,
+ "Vector2 abs should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.ceil() == Vector2(2, 6),
+ "Vector2 ceil should work as expected.");
+ CHECK_MESSAGE(
+ vector2.ceil() == Vector2(2, -5),
+ "Vector2 ceil should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.floor() == Vector2(1, 5),
+ "Vector2 floor should work as expected.");
+ CHECK_MESSAGE(
+ vector2.floor() == Vector2(1, -6),
+ "Vector2 floor should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.round() == Vector2(1, 6),
+ "Vector2 round should work as expected.");
+ CHECK_MESSAGE(
+ vector2.round() == Vector2(1, -6),
+ "Vector2 round should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.sign() == Vector2(1, 1),
+ "Vector2 sign should work as expected.");
+ CHECK_MESSAGE(
+ vector2.sign() == Vector2(1, -1),
+ "Vector2 sign should work as expected.");
+}
+
+TEST_CASE("[Vector2] Linear algebra methods") {
+ const Vector2 vector_x = Vector2(1, 0);
+ const Vector2 vector_y = Vector2(0, 1);
+ CHECK_MESSAGE(
+ vector_x.cross(vector_y) == 1,
+ "Vector2 cross product of X and Y should give 1.");
+ CHECK_MESSAGE(
+ vector_y.cross(vector_x) == -1,
+ "Vector2 cross product of Y and X should give negative 1.");
+
+ CHECK_MESSAGE(
+ vector_x.dot(vector_y) == 0.0,
+ "Vector2 dot product of perpendicular vectors should be zero.");
+ CHECK_MESSAGE(
+ vector_x.dot(vector_x) == 1.0,
+ "Vector2 dot product of identical unit vectors should be one.");
+ CHECK_MESSAGE(
+ (vector_x * 10).dot(vector_x * 10) == 100.0,
+ "Vector2 dot product of same direction vectors should behave as expected.");
+}
+} // namespace TestVector2
+
+#endif // TEST_VECTOR2_H
diff --git a/tests/core/math/test_vector2i.h b/tests/core/math/test_vector2i.h
new file mode 100644
index 0000000000..86e254654d
--- /dev/null
+++ b/tests/core/math/test_vector2i.h
@@ -0,0 +1,144 @@
+/*************************************************************************/
+/* test_vector2i.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_VECTOR2I_H
+#define TEST_VECTOR2I_H
+
+#include "core/math/vector2.h"
+#include "tests/test_macros.h"
+
+namespace TestVector2i {
+
+TEST_CASE("[Vector2i] Axis methods") {
+ Vector2i vector = Vector2i(2, 3);
+ CHECK_MESSAGE(
+ vector.max_axis_index() == Vector2i::Axis::AXIS_Y,
+ "Vector2i max_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.min_axis_index() == Vector2i::Axis::AXIS_X,
+ "Vector2i min_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector[vector.min_axis_index()] == 2,
+ "Vector2i array operator should work as expected.");
+ vector[Vector2i::Axis::AXIS_Y] = 5;
+ CHECK_MESSAGE(
+ vector[Vector2i::Axis::AXIS_Y] == 5,
+ "Vector2i array operator setter should work as expected.");
+}
+
+TEST_CASE("[Vector2i] Clamp method") {
+ const Vector2i vector = Vector2i(10, 10);
+ CHECK_MESSAGE(
+ Vector2i(-5, 15).clamp(Vector2i(), vector) == Vector2i(0, 10),
+ "Vector2i clamp should work as expected.");
+ CHECK_MESSAGE(
+ vector.clamp(Vector2i(0, 15), Vector2i(5, 20)) == Vector2i(5, 15),
+ "Vector2i clamp should work as expected.");
+}
+
+TEST_CASE("[Vector2i] Length methods") {
+ const Vector2i vector1 = Vector2i(10, 10);
+ const Vector2i vector2 = Vector2i(20, 30);
+ CHECK_MESSAGE(
+ vector1.length_squared() == 200,
+ "Vector2i length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.length(), 10 * Math_SQRT2),
+ "Vector2i length should work as expected.");
+ CHECK_MESSAGE(
+ vector2.length_squared() == 1300,
+ "Vector2i length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector2.length(), 36.05551275463989293119),
+ "Vector2i length should work as expected.");
+}
+
+TEST_CASE("[Vector2i] Operators") {
+ const Vector2i vector1 = Vector2i(5, 9);
+ const Vector2i vector2 = Vector2i(2, 3);
+
+ CHECK_MESSAGE(
+ (vector1 + vector2) == Vector2i(7, 12),
+ "Vector2i addition with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 - vector2) == Vector2i(3, 6),
+ "Vector2i subtraction with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 * vector2) == Vector2i(10, 27),
+ "Vector2i multiplication with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 / vector2) == Vector2i(2, 3),
+ "Vector2i division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (vector1 * 2) == Vector2i(10, 18),
+ "Vector2i multiplication with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 / 2) == Vector2i(2, 4),
+ "Vector2i division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ ((Vector2)vector1) == Vector2(5, 9),
+ "Vector2i cast to Vector2 should work as expected.");
+ CHECK_MESSAGE(
+ ((Vector2)vector2) == Vector2(2, 3),
+ "Vector2i cast to Vector2 should work as expected.");
+ CHECK_MESSAGE(
+ Vector2i(Vector2(1.1, 2.9)) == Vector2i(1, 2),
+ "Vector2i constructed from Vector2 should work as expected.");
+}
+
+TEST_CASE("[Vector2i] Other methods") {
+ const Vector2i vector = Vector2i(1, 3);
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector.aspect(), (real_t)1.0 / (real_t)3.0),
+ "Vector2i aspect should work as expected.");
+}
+
+TEST_CASE("[Vector2i] Abs and sign methods") {
+ const Vector2i vector1 = Vector2i(1, 3);
+ const Vector2i vector2 = Vector2i(1, -3);
+ CHECK_MESSAGE(
+ vector1.abs() == vector1,
+ "Vector2i abs should work as expected.");
+ CHECK_MESSAGE(
+ vector2.abs() == vector1,
+ "Vector2i abs should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.sign() == Vector2i(1, 1),
+ "Vector2i sign should work as expected.");
+ CHECK_MESSAGE(
+ vector2.sign() == Vector2i(1, -1),
+ "Vector2i sign should work as expected.");
+}
+} // namespace TestVector2i
+
+#endif // TEST_VECTOR2I_H
diff --git a/tests/core/math/test_vector3.h b/tests/core/math/test_vector3.h
new file mode 100644
index 0000000000..136a531946
--- /dev/null
+++ b/tests/core/math/test_vector3.h
@@ -0,0 +1,414 @@
+/*************************************************************************/
+/* test_vector3.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_VECTOR3_H
+#define TEST_VECTOR3_H
+
+#include "core/math/vector3.h"
+#include "tests/test_macros.h"
+
+#define Math_SQRT13 0.57735026918962576450914878050196
+#define Math_SQRT3 1.7320508075688772935274463415059
+
+namespace TestVector3 {
+
+TEST_CASE("[Vector3] Angle methods") {
+ const Vector3 vector_x = Vector3(1, 0, 0);
+ const Vector3 vector_y = Vector3(0, 1, 0);
+ const Vector3 vector_yz = Vector3(0, 1, 1);
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_x.angle_to(vector_y), (real_t)Math_TAU / 4),
+ "Vector3 angle_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_x.angle_to(vector_yz), (real_t)Math_TAU / 4),
+ "Vector3 angle_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_yz.angle_to(vector_x), (real_t)Math_TAU / 4),
+ "Vector3 angle_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_y.angle_to(vector_yz), (real_t)Math_TAU / 8),
+ "Vector3 angle_to should work as expected.");
+
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_x.signed_angle_to(vector_y, vector_y), (real_t)Math_TAU / 4),
+ "Vector3 signed_angle_to edge case should be postiive.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_x.signed_angle_to(vector_yz, vector_y), (real_t)Math_TAU / -4),
+ "Vector3 signed_angle_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector_yz.signed_angle_to(vector_x, vector_y), (real_t)Math_TAU / 4),
+ "Vector3 signed_angle_to should work as expected.");
+}
+
+TEST_CASE("[Vector3] Axis methods") {
+ Vector3 vector = Vector3(1.2, 3.4, 5.6);
+ CHECK_MESSAGE(
+ vector.max_axis_index() == Vector3::Axis::AXIS_Z,
+ "Vector3 max_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.min_axis_index() == Vector3::Axis::AXIS_X,
+ "Vector3 min_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.get_axis(vector.max_axis_index()) == (real_t)5.6,
+ "Vector3 get_axis should work as expected.");
+ CHECK_MESSAGE(
+ vector[vector.min_axis_index()] == (real_t)1.2,
+ "Vector3 array operator should work as expected.");
+
+ vector.set_axis(Vector3::Axis::AXIS_Y, 4.7);
+ CHECK_MESSAGE(
+ vector.get_axis(Vector3::Axis::AXIS_Y) == (real_t)4.7,
+ "Vector3 set_axis should work as expected.");
+ vector[Vector3::Axis::AXIS_Y] = 3.7;
+ CHECK_MESSAGE(
+ vector[Vector3::Axis::AXIS_Y] == (real_t)3.7,
+ "Vector3 array operator setter should work as expected.");
+}
+
+TEST_CASE("[Vector3] Interpolation methods") {
+ const Vector3 vector1 = Vector3(1, 2, 3);
+ const Vector3 vector2 = Vector3(4, 5, 6);
+ CHECK_MESSAGE(
+ vector1.lerp(vector2, 0.5) == Vector3(2.5, 3.5, 4.5),
+ "Vector3 lerp should work as expected.");
+ CHECK_MESSAGE(
+ vector1.lerp(vector2, 1.0 / 3.0).is_equal_approx(Vector3(2, 3, 4)),
+ "Vector3 lerp should work as expected.");
+ CHECK_MESSAGE(
+ vector1.normalized().slerp(vector2.normalized(), 0.5).is_equal_approx(Vector3(0.363866806030273438, 0.555698215961456299, 0.747529566287994385)),
+ "Vector3 slerp should work as expected.");
+ CHECK_MESSAGE(
+ vector1.normalized().slerp(vector2.normalized(), 1.0 / 3.0).is_equal_approx(Vector3(0.332119762897491455, 0.549413740634918213, 0.766707837581634521)),
+ "Vector3 slerp should work as expected.");
+ CHECK_MESSAGE(
+ Vector3(5, 0, 0).slerp(Vector3(0, 3, 4), 0.5).is_equal_approx(Vector3(3.535533905029296875, 2.121320486068725586, 2.828427314758300781)),
+ "Vector3 slerp with non-normalized values should work as expected.");
+ CHECK_MESSAGE(
+ Vector3().slerp(Vector3(), 0.5) == Vector3(),
+ "Vector3 slerp with both inputs as zero vectors should return a zero vector.");
+ CHECK_MESSAGE(
+ Vector3().slerp(Vector3(1, 1, 1), 0.5) == Vector3(0.5, 0.5, 0.5),
+ "Vector3 slerp with one input as zero should behave like a regular lerp.");
+ CHECK_MESSAGE(
+ Vector3(1, 1, 1).slerp(Vector3(), 0.5) == Vector3(0.5, 0.5, 0.5),
+ "Vector3 slerp with one input as zero should behave like a regular lerp.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.slerp(vector2, 0.5).length(), (real_t)6.25831088708303172),
+ "Vector3 slerp with different length input should return a vector with an interpolated length.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.angle_to(vector1.slerp(vector2, 0.5)) * 2, vector1.angle_to(vector2)),
+ "Vector3 slerp with different length input should return a vector with an interpolated angle.");
+ CHECK_MESSAGE(
+ vector1.cubic_interpolate(vector2, Vector3(), Vector3(7, 7, 7), 0.5) == Vector3(2.375, 3.5, 4.625),
+ "Vector3 cubic_interpolate should work as expected.");
+ CHECK_MESSAGE(
+ vector1.cubic_interpolate(vector2, Vector3(), Vector3(7, 7, 7), 1.0 / 3.0).is_equal_approx(Vector3(1.851851940155029297, 2.962963104248046875, 4.074074268341064453)),
+ "Vector3 cubic_interpolate should work as expected.");
+ CHECK_MESSAGE(
+ Vector3(1, 0, 0).move_toward(Vector3(10, 0, 0), 3) == Vector3(4, 0, 0),
+ "Vector3 move_toward should work as expected.");
+}
+
+TEST_CASE("[Vector3] Length methods") {
+ const Vector3 vector1 = Vector3(10, 10, 10);
+ const Vector3 vector2 = Vector3(20, 30, 40);
+ CHECK_MESSAGE(
+ vector1.length_squared() == 300,
+ "Vector3 length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.length(), 10 * (real_t)Math_SQRT3),
+ "Vector3 length should work as expected.");
+ CHECK_MESSAGE(
+ vector2.length_squared() == 2900,
+ "Vector3 length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector2.length(), (real_t)53.8516480713450403125),
+ "Vector3 length should work as expected.");
+ CHECK_MESSAGE(
+ vector1.distance_squared_to(vector2) == 1400,
+ "Vector3 distance_squared_to should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.distance_to(vector2), (real_t)37.41657386773941385584),
+ "Vector3 distance_to should work as expected.");
+}
+
+TEST_CASE("[Vector3] Limiting methods") {
+ const Vector3 vector = Vector3(10, 10, 10);
+ CHECK_MESSAGE(
+ vector.limit_length().is_equal_approx(Vector3(Math_SQRT13, Math_SQRT13, Math_SQRT13)),
+ "Vector3 limit_length should work as expected.");
+ CHECK_MESSAGE(
+ vector.limit_length(5).is_equal_approx(5 * Vector3(Math_SQRT13, Math_SQRT13, Math_SQRT13)),
+ "Vector3 limit_length should work as expected.");
+
+ CHECK_MESSAGE(
+ Vector3(-5, 5, 15).clamp(Vector3(), vector) == Vector3(0, 5, 10),
+ "Vector3 clamp should work as expected.");
+ CHECK_MESSAGE(
+ vector.clamp(Vector3(0, 10, 15), Vector3(5, 10, 20)) == Vector3(5, 10, 15),
+ "Vector3 clamp should work as expected.");
+}
+
+TEST_CASE("[Vector3] Normalization methods") {
+ CHECK_MESSAGE(
+ Vector3(1, 0, 0).is_normalized() == true,
+ "Vector3 is_normalized should return true for a normalized vector.");
+ CHECK_MESSAGE(
+ Vector3(1, 1, 1).is_normalized() == false,
+ "Vector3 is_normalized should return false for a non-normalized vector.");
+ CHECK_MESSAGE(
+ Vector3(1, 0, 0).normalized() == Vector3(1, 0, 0),
+ "Vector3 normalized should return the same vector for a normalized vector.");
+ CHECK_MESSAGE(
+ Vector3(1, 1, 0).normalized().is_equal_approx(Vector3(Math_SQRT12, Math_SQRT12, 0)),
+ "Vector3 normalized should work as expected.");
+ CHECK_MESSAGE(
+ Vector3(1, 1, 1).normalized().is_equal_approx(Vector3(Math_SQRT13, Math_SQRT13, Math_SQRT13)),
+ "Vector3 normalized should work as expected.");
+}
+
+TEST_CASE("[Vector3] Operators") {
+ const Vector3 decimal1 = Vector3(2.3, 4.9, 7.8);
+ const Vector3 decimal2 = Vector3(1.2, 3.4, 5.6);
+ const Vector3 power1 = Vector3(0.75, 1.5, 0.625);
+ const Vector3 power2 = Vector3(0.5, 0.125, 0.25);
+ const Vector3 int1 = Vector3(4, 5, 9);
+ const Vector3 int2 = Vector3(1, 2, 3);
+
+ CHECK_MESSAGE(
+ (decimal1 + decimal2).is_equal_approx(Vector3(3.5, 8.3, 13.4)),
+ "Vector3 addition should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 + power2) == Vector3(1.25, 1.625, 0.875),
+ "Vector3 addition with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 + int2) == Vector3(5, 7, 12),
+ "Vector3 addition with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 - decimal2).is_equal_approx(Vector3(1.1, 1.5, 2.2)),
+ "Vector3 subtraction should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 - power2) == Vector3(0.25, 1.375, 0.375),
+ "Vector3 subtraction with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 - int2) == Vector3(3, 3, 6),
+ "Vector3 subtraction with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 * decimal2).is_equal_approx(Vector3(2.76, 16.66, 43.68)),
+ "Vector3 multiplication should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 * power2) == Vector3(0.375, 0.1875, 0.15625),
+ "Vector3 multiplication with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 * int2) == Vector3(4, 10, 27),
+ "Vector3 multiplication with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 / decimal2).is_equal_approx(Vector3(1.91666666666666666, 1.44117647058823529, 1.39285714285714286)),
+ "Vector3 division should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 / power2) == Vector3(1.5, 12.0, 2.5),
+ "Vector3 division with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 / int2) == Vector3(4, 2.5, 3),
+ "Vector3 division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 * 2).is_equal_approx(Vector3(4.6, 9.8, 15.6)),
+ "Vector3 multiplication should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 * 2) == Vector3(1.5, 3, 1.25),
+ "Vector3 multiplication with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 * 2) == Vector3(8, 10, 18),
+ "Vector3 multiplication with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (decimal1 / 2).is_equal_approx(Vector3(1.15, 2.45, 3.9)),
+ "Vector3 division should behave as expected.");
+ CHECK_MESSAGE(
+ (power1 / 2) == Vector3(0.375, 0.75, 0.3125),
+ "Vector3 division with powers of two should give exact results.");
+ CHECK_MESSAGE(
+ (int1 / 2) == Vector3(2, 2.5, 4.5),
+ "Vector3 division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ ((Vector3i)decimal1) == Vector3i(2, 4, 7),
+ "Vector3 cast to Vector3i should work as expected.");
+ CHECK_MESSAGE(
+ ((Vector3i)decimal2) == Vector3i(1, 3, 5),
+ "Vector3 cast to Vector3i should work as expected.");
+ CHECK_MESSAGE(
+ Vector3(Vector3i(1, 2, 3)) == Vector3(1, 2, 3),
+ "Vector3 constructed from Vector3i should work as expected.");
+
+ CHECK_MESSAGE(
+ ((String)decimal1) == "(2.3, 4.9, 7.8)",
+ "Vector3 cast to String should work as expected.");
+ CHECK_MESSAGE(
+ ((String)decimal2) == "(1.2, 3.4, 5.6)",
+ "Vector3 cast to String should work as expected.");
+ CHECK_MESSAGE(
+ ((String)Vector3(9.7, 9.8, 9.9)) == "(9.7, 9.8, 9.9)",
+ "Vector3 cast to String should work as expected.");
+#ifdef REAL_T_IS_DOUBLE
+ CHECK_MESSAGE(
+ ((String)Vector3(Math_E, Math_SQRT2, Math_SQRT3)) == "(2.71828182845905, 1.4142135623731, 1.73205080756888)",
+ "Vector3 cast to String should print the correct amount of digits for real_t = double.");
+#else
+ CHECK_MESSAGE(
+ ((String)Vector3(Math_E, Math_SQRT2, Math_SQRT3)) == "(2.718282, 1.414214, 1.732051)",
+ "Vector3 cast to String should print the correct amount of digits for real_t = float.");
+#endif // REAL_T_IS_DOUBLE
+}
+
+TEST_CASE("[Vector3] Other methods") {
+ const Vector3 vector = Vector3(1.2, 3.4, 5.6);
+ CHECK_MESSAGE(
+ vector.direction_to(Vector3()).is_equal_approx(-vector.normalized()),
+ "Vector3 direction_to should work as expected.");
+ CHECK_MESSAGE(
+ Vector3(1, 1, 1).direction_to(Vector3(2, 2, 2)).is_equal_approx(Vector3(Math_SQRT13, Math_SQRT13, Math_SQRT13)),
+ "Vector3 direction_to should work as expected.");
+ CHECK_MESSAGE(
+ vector.inverse().is_equal_approx(Vector3(1 / 1.2, 1 / 3.4, 1 / 5.6)),
+ "Vector3 inverse should work as expected.");
+ CHECK_MESSAGE(
+ vector.posmod(2).is_equal_approx(Vector3(1.2, 1.4, 1.6)),
+ "Vector3 posmod should work as expected.");
+ CHECK_MESSAGE(
+ (-vector).posmod(2).is_equal_approx(Vector3(0.8, 0.6, 0.4)),
+ "Vector3 posmod should work as expected.");
+ CHECK_MESSAGE(
+ vector.posmodv(Vector3(1, 2, 3)).is_equal_approx(Vector3(0.2, 1.4, 2.6)),
+ "Vector3 posmodv should work as expected.");
+ CHECK_MESSAGE(
+ (-vector).posmodv(Vector3(2, 3, 4)).is_equal_approx(Vector3(0.8, 2.6, 2.4)),
+ "Vector3 posmodv should work as expected.");
+ CHECK_MESSAGE(
+ vector.rotated(Vector3(0, 1, 0), Math_TAU / 4).is_equal_approx(Vector3(5.6, 3.4, -1.2)),
+ "Vector3 rotated should work as expected.");
+ CHECK_MESSAGE(
+ vector.snapped(Vector3(1, 1, 1)) == Vector3(1, 3, 6),
+ "Vector3 snapped to integers should be the same as rounding.");
+ CHECK_MESSAGE(
+ vector.snapped(Vector3(0.25, 0.25, 0.25)) == Vector3(1.25, 3.5, 5.5),
+ "Vector3 snapped to 0.25 should give exact results.");
+}
+
+TEST_CASE("[Vector3] Plane methods") {
+ const Vector3 vector = Vector3(1.2, 3.4, 5.6);
+ const Vector3 vector_y = Vector3(0, 1, 0);
+ CHECK_MESSAGE(
+ vector.bounce(vector_y) == Vector3(1.2, -3.4, 5.6),
+ "Vector3 bounce on a plane with normal of the Y axis should.");
+ CHECK_MESSAGE(
+ vector.reflect(vector_y) == Vector3(-1.2, 3.4, -5.6),
+ "Vector3 reflect on a plane with normal of the Y axis should.");
+ CHECK_MESSAGE(
+ vector.project(vector_y) == Vector3(0, 3.4, 0),
+ "Vector3 projected on the X axis should only give the Y component.");
+ CHECK_MESSAGE(
+ vector.slide(vector_y) == Vector3(1.2, 0, 5.6),
+ "Vector3 slide on a plane with normal of the Y axis should set the Y to zero.");
+}
+
+TEST_CASE("[Vector3] Rounding methods") {
+ const Vector3 vector1 = Vector3(1.2, 3.4, 5.6);
+ const Vector3 vector2 = Vector3(1.2, -3.4, -5.6);
+ CHECK_MESSAGE(
+ vector1.abs() == vector1,
+ "Vector3 abs should work as expected.");
+ CHECK_MESSAGE(
+ vector2.abs() == vector1,
+ "Vector3 abs should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.ceil() == Vector3(2, 4, 6),
+ "Vector3 ceil should work as expected.");
+ CHECK_MESSAGE(
+ vector2.ceil() == Vector3(2, -3, -5),
+ "Vector3 ceil should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.floor() == Vector3(1, 3, 5),
+ "Vector3 floor should work as expected.");
+ CHECK_MESSAGE(
+ vector2.floor() == Vector3(1, -4, -6),
+ "Vector3 floor should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.round() == Vector3(1, 3, 6),
+ "Vector3 round should work as expected.");
+ CHECK_MESSAGE(
+ vector2.round() == Vector3(1, -3, -6),
+ "Vector3 round should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.sign() == Vector3(1, 1, 1),
+ "Vector3 sign should work as expected.");
+ CHECK_MESSAGE(
+ vector2.sign() == Vector3(1, -1, -1),
+ "Vector3 sign should work as expected.");
+}
+
+TEST_CASE("[Vector3] Linear algebra methods") {
+ const Vector3 vector_x = Vector3(1, 0, 0);
+ const Vector3 vector_y = Vector3(0, 1, 0);
+ const Vector3 vector_z = Vector3(0, 0, 1);
+ CHECK_MESSAGE(
+ vector_x.cross(vector_y) == vector_z,
+ "Vector3 cross product of X and Y should give Z.");
+ CHECK_MESSAGE(
+ vector_y.cross(vector_x) == -vector_z,
+ "Vector3 cross product of Y and X should give negative Z.");
+ CHECK_MESSAGE(
+ vector_y.cross(vector_z) == vector_x,
+ "Vector3 cross product of Y and Z should give X.");
+ CHECK_MESSAGE(
+ vector_z.cross(vector_x) == vector_y,
+ "Vector3 cross product of Z and X should give Y.");
+
+ CHECK_MESSAGE(
+ vector_x.dot(vector_y) == 0.0,
+ "Vector3 dot product of perpendicular vectors should be zero.");
+ CHECK_MESSAGE(
+ vector_x.dot(vector_x) == 1.0,
+ "Vector3 dot product of identical unit vectors should be one.");
+ CHECK_MESSAGE(
+ (vector_x * 10).dot(vector_x * 10) == 100.0,
+ "Vector3 dot product of same direction vectors should behave as expected.");
+}
+} // namespace TestVector3
+
+#endif // TEST_VECTOR3_H
diff --git a/tests/core/math/test_vector3i.h b/tests/core/math/test_vector3i.h
new file mode 100644
index 0000000000..b1c6944eba
--- /dev/null
+++ b/tests/core/math/test_vector3i.h
@@ -0,0 +1,145 @@
+/*************************************************************************/
+/* test_vector3i.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_VECTOR3I_H
+#define TEST_VECTOR3I_H
+
+#include "core/math/vector3i.h"
+#include "tests/test_macros.h"
+
+namespace TestVector3i {
+
+TEST_CASE("[Vector3i] Axis methods") {
+ Vector3i vector = Vector3i(1, 2, 3);
+ CHECK_MESSAGE(
+ vector.max_axis_index() == Vector3i::Axis::AXIS_Z,
+ "Vector3i max_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.min_axis_index() == Vector3i::Axis::AXIS_X,
+ "Vector3i min_axis_index should work as expected.");
+ CHECK_MESSAGE(
+ vector.get_axis(vector.max_axis_index()) == 3,
+ "Vector3i get_axis should work as expected.");
+ CHECK_MESSAGE(
+ vector[vector.min_axis_index()] == 1,
+ "Vector3i array operator should work as expected.");
+
+ vector.set_axis(Vector3i::Axis::AXIS_Y, 4);
+ CHECK_MESSAGE(
+ vector.get_axis(Vector3i::Axis::AXIS_Y) == 4,
+ "Vector3i set_axis should work as expected.");
+ vector[Vector3i::Axis::AXIS_Y] = 5;
+ CHECK_MESSAGE(
+ vector[Vector3i::Axis::AXIS_Y] == 5,
+ "Vector3i array operator setter should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Clamp method") {
+ const Vector3i vector = Vector3i(10, 10, 10);
+ CHECK_MESSAGE(
+ Vector3i(-5, 5, 15).clamp(Vector3i(), vector) == Vector3i(0, 5, 10),
+ "Vector3i clamp should work as expected.");
+ CHECK_MESSAGE(
+ vector.clamp(Vector3i(0, 10, 15), Vector3i(5, 10, 20)) == Vector3i(5, 10, 15),
+ "Vector3i clamp should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Length methods") {
+ const Vector3i vector1 = Vector3i(10, 10, 10);
+ const Vector3i vector2 = Vector3i(20, 30, 40);
+ CHECK_MESSAGE(
+ vector1.length_squared() == 300,
+ "Vector3i length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.length(), 10 * Math_SQRT3),
+ "Vector3i length should work as expected.");
+ CHECK_MESSAGE(
+ vector2.length_squared() == 2900,
+ "Vector3i length_squared should work as expected and return exact result.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector2.length(), 53.8516480713450403125),
+ "Vector3i length should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Operators") {
+ const Vector3i vector1 = Vector3i(4, 5, 9);
+ const Vector3i vector2 = Vector3i(1, 2, 3);
+
+ CHECK_MESSAGE(
+ (vector1 + vector2) == Vector3i(5, 7, 12),
+ "Vector3i addition with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 - vector2) == Vector3i(3, 3, 6),
+ "Vector3i subtraction with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 * vector2) == Vector3i(4, 10, 27),
+ "Vector3i multiplication with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 / vector2) == Vector3i(4, 2, 3),
+ "Vector3i division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ (vector1 * 2) == Vector3i(8, 10, 18),
+ "Vector3i multiplication with integers should give exact results.");
+ CHECK_MESSAGE(
+ (vector1 / 2) == Vector3i(2, 2, 4),
+ "Vector3i division with integers should give exact results.");
+
+ CHECK_MESSAGE(
+ ((Vector3)vector1) == Vector3(4, 5, 9),
+ "Vector3i cast to Vector3 should work as expected.");
+ CHECK_MESSAGE(
+ ((Vector3)vector2) == Vector3(1, 2, 3),
+ "Vector3i cast to Vector3 should work as expected.");
+ CHECK_MESSAGE(
+ Vector3i(Vector3(1.1, 2.9, 3.9)) == Vector3i(1, 2, 3),
+ "Vector3i constructed from Vector3 should work as expected.");
+}
+
+TEST_CASE("[Vector3i] Abs and sign methods") {
+ const Vector3i vector1 = Vector3i(1, 3, 5);
+ const Vector3i vector2 = Vector3i(1, -3, -5);
+ CHECK_MESSAGE(
+ vector1.abs() == vector1,
+ "Vector3i abs should work as expected.");
+ CHECK_MESSAGE(
+ vector2.abs() == vector1,
+ "Vector3i abs should work as expected.");
+
+ CHECK_MESSAGE(
+ vector1.sign() == Vector3i(1, 1, 1),
+ "Vector3i sign should work as expected.");
+ CHECK_MESSAGE(
+ vector2.sign() == Vector3i(1, -1, -1),
+ "Vector3i sign should work as expected.");
+}
+} // namespace TestVector3i
+
+#endif // TEST_VECTOR3I_H
diff --git a/tests/core/object/test_class_db.h b/tests/core/object/test_class_db.h
index 4b27905485..e4145c8408 100644
--- a/tests/core/object/test_class_db.h
+++ b/tests/core/object/test_class_db.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/object/test_method_bind.h b/tests/core/object/test_method_bind.h
index c3a869a8a4..0c7e47fc89 100644
--- a/tests/core/object/test_method_bind.h
+++ b/tests/core/object/test_method_bind.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/object/test_object.h b/tests/core/object/test_object.h
index 4109ea521a..f9158eccec 100644
--- a/tests/core/object/test_object.h
+++ b/tests/core/object/test_object.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/string/test_node_path.h b/tests/core/string/test_node_path.h
index 0216a30f8f..d2de766889 100644
--- a/tests/core/string/test_node_path.h
+++ b/tests/core/string/test_node_path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/string/test_string.h b/tests/core/string/test_string.h
index bb9b079e79..baab5ddfe7 100644
--- a/tests/core/string/test_string.h
+++ b/tests/core/string/test_string.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -355,11 +355,17 @@ TEST_CASE("[String] Number to string") {
CHECK(String::num(42.100023, 4) == "42.1"); // No trailing zeros.
// String::num_real tests.
+ CHECK(String::num_real(1.0) == "1.0");
+ CHECK(String::num_real(1.0, false) == "1");
+ CHECK(String::num_real(9.9) == "9.9");
+ CHECK(String::num_real(9.99) == "9.99");
+ CHECK(String::num_real(9.999) == "9.999");
+ CHECK(String::num_real(9.9999) == "9.9999");
CHECK(String::num_real(3.141593) == "3.141593");
CHECK(String::num_real(3.141) == "3.141"); // No trailing zeros.
#ifdef REAL_T_IS_DOUBLE
CHECK_MESSAGE(String::num_real(Math_PI) == "3.14159265358979", "Prints the appropriate amount of digits for real_t = double.");
- CHECK_MESSAGE(String::num_real(3.1415f) == "3.14149999618530", "Prints more digits of 32-bit float when real_t = double (ones that would be reliable for double).");
+ CHECK_MESSAGE(String::num_real(3.1415f) == "3.1414999961853", "Prints more digits of 32-bit float when real_t = double (ones that would be reliable for double) and no trailing zero.");
#else
CHECK_MESSAGE(String::num_real(Math_PI) == "3.141593", "Prints the appropriate amount of digits for real_t = float.");
CHECK_MESSAGE(String::num_real(3.1415f) == "3.1415", "Prints only reliable digits of 32-bit float when real_t = float.");
diff --git a/tests/core/string/test_translation.h b/tests/core/string/test_translation.h
index 47e06add40..85ac639bec 100644
--- a/tests/core/string/test_translation.h
+++ b/tests/core/string/test_translation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_command_queue.h b/tests/core/templates/test_command_queue.h
index 5d228f2bf6..0d016f5d06 100644
--- a/tests/core/templates/test_command_queue.h
+++ b/tests/core/templates/test_command_queue.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_list.h b/tests/core/templates/test_list.h
index 52d5edff70..49da0b8aad 100644
--- a/tests/core/templates/test_list.h
+++ b/tests/core/templates/test_list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_local_vector.h b/tests/core/templates/test_local_vector.h
index 67bcf515f9..b2464c3914 100644
--- a/tests/core/templates/test_local_vector.h
+++ b/tests/core/templates/test_local_vector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -37,6 +37,17 @@
namespace TestLocalVector {
+TEST_CASE("[LocalVector] List Initialization.") {
+ LocalVector<int> vector{ 0, 1, 2, 3, 4 };
+
+ CHECK(vector.size() == 5);
+ CHECK(vector[0] == 0);
+ CHECK(vector[1] == 1);
+ CHECK(vector[2] == 2);
+ CHECK(vector[3] == 3);
+ CHECK(vector[4] == 4);
+}
+
TEST_CASE("[LocalVector] Push Back.") {
LocalVector<int> vector;
vector.push_back(0);
diff --git a/tests/core/templates/test_lru.h b/tests/core/templates/test_lru.h
index 9359909c53..354f53e164 100644
--- a/tests/core/templates/test_lru.h
+++ b/tests/core/templates/test_lru.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_oa_hash_map.cpp b/tests/core/templates/test_oa_hash_map.cpp
index f7b2b7cdb0..87bf9feb83 100644
--- a/tests/core/templates/test_oa_hash_map.cpp
+++ b/tests/core/templates/test_oa_hash_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_oa_hash_map.h b/tests/core/templates/test_oa_hash_map.h
index f229ac94ea..d4b72af2ac 100644
--- a/tests/core/templates/test_oa_hash_map.h
+++ b/tests/core/templates/test_oa_hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_ordered_hash_map.h b/tests/core/templates/test_ordered_hash_map.h
index 35ce0fc656..08c5c9b72a 100644
--- a/tests/core/templates/test_ordered_hash_map.h
+++ b/tests/core/templates/test_ordered_hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_paged_array.h b/tests/core/templates/test_paged_array.h
index 7efd3799f3..86cf3a2dfc 100644
--- a/tests/core/templates/test_paged_array.h
+++ b/tests/core/templates/test_paged_array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/templates/test_vector.h b/tests/core/templates/test_vector.h
index 6ea865dacc..f27d6a332e 100644
--- a/tests/core/templates/test_vector.h
+++ b/tests/core/templates/test_vector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -37,6 +37,17 @@
namespace TestVector {
+TEST_CASE("[Vector] List initialization") {
+ Vector<int> vector{ 0, 1, 2, 3, 4 };
+
+ CHECK(vector.size() == 5);
+ CHECK(vector[0] == 0);
+ CHECK(vector[1] == 1);
+ CHECK(vector[2] == 2);
+ CHECK(vector[3] == 3);
+ CHECK(vector[4] == 4);
+}
+
TEST_CASE("[Vector] Push back and append") {
Vector<int> vector;
vector.push_back(0);
@@ -246,27 +257,42 @@ TEST_CASE("[Vector] Slice") {
vector.push_back(3);
vector.push_back(4);
+ Vector<int> slice0 = vector.slice(0, 0);
+ CHECK(slice0.size() == 0);
+
Vector<int> slice1 = vector.slice(1, 3);
CHECK(slice1.size() == 2);
CHECK(slice1[0] == 1);
CHECK(slice1[1] == 2);
Vector<int> slice2 = vector.slice(1, -1);
- CHECK(slice2.size() == 4);
+ CHECK(slice2.size() == 3);
CHECK(slice2[0] == 1);
CHECK(slice2[1] == 2);
CHECK(slice2[2] == 3);
- CHECK(slice2[3] == 4);
- Vector<int> slice3 = vector.slice(3, -1);
+ Vector<int> slice3 = vector.slice(3);
CHECK(slice3.size() == 2);
CHECK(slice3[0] == 3);
CHECK(slice3[1] == 4);
Vector<int> slice4 = vector.slice(2, -2);
- CHECK(slice4.size() == 2);
+ CHECK(slice4.size() == 1);
CHECK(slice4[0] == 2);
- CHECK(slice4[1] == 3);
+
+ Vector<int> slice5 = vector.slice(-2);
+ CHECK(slice5.size() == 2);
+ CHECK(slice5[0] == 3);
+ CHECK(slice5[1] == 4);
+
+ Vector<int> slice6 = vector.slice(2, 42);
+ CHECK(slice6.size() == 3);
+ CHECK(slice6[0] == 2);
+ CHECK(slice6[1] == 3);
+ CHECK(slice6[2] == 4);
+
+ Vector<int> slice7 = vector.slice(5, 1);
+ CHECK(slice7.size() == 0);
}
TEST_CASE("[Vector] Find, has") {
diff --git a/tests/core/test_crypto.h b/tests/core/test_crypto.h
index 3b909c7df8..ce4edc71ae 100644
--- a/tests/core/test_crypto.h
+++ b/tests/core/test_crypto.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/test_hashing_context.h b/tests/core/test_hashing_context.h
index 728a5f2cfa..4795d24103 100644
--- a/tests/core/test_hashing_context.h
+++ b/tests/core/test_hashing_context.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/test_time.h b/tests/core/test_time.h
index 28f1cb2f20..903ca9c001 100644
--- a/tests/core/test_time.h
+++ b/tests/core/test_time.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/variant/test_array.h b/tests/core/variant/test_array.h
index d02b3d0e39..6093048307 100644
--- a/tests/core/variant/test_array.h
+++ b/tests/core/variant/test_array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -254,27 +254,52 @@ TEST_CASE("[Array] slice()") {
array.push_back(3);
array.push_back(4);
+ Array slice0 = array.slice(0, 0);
+ CHECK(slice0.size() == 0);
+
Array slice1 = array.slice(1, 3);
CHECK(slice1.size() == 2);
CHECK(slice1[0] == Variant(1));
CHECK(slice1[1] == Variant(2));
Array slice2 = array.slice(1, -1);
- CHECK(slice2.size() == 4);
+ CHECK(slice2.size() == 3);
CHECK(slice2[0] == Variant(1));
CHECK(slice2[1] == Variant(2));
CHECK(slice2[2] == Variant(3));
- CHECK(slice2[3] == Variant(4));
- Array slice3 = array.slice(3, -1);
+ Array slice3 = array.slice(3);
CHECK(slice3.size() == 2);
CHECK(slice3[0] == Variant(3));
CHECK(slice3[1] == Variant(4));
Array slice4 = array.slice(2, -2);
- CHECK(slice4.size() == 2);
+ CHECK(slice4.size() == 1);
CHECK(slice4[0] == Variant(2));
- CHECK(slice4[1] == Variant(3));
+
+ Array slice5 = array.slice(-2);
+ CHECK(slice5.size() == 2);
+ CHECK(slice5[0] == Variant(3));
+ CHECK(slice5[1] == Variant(4));
+
+ Array slice6 = array.slice(2, 42);
+ CHECK(slice6.size() == 3);
+ CHECK(slice6[0] == Variant(2));
+ CHECK(slice6[1] == Variant(3));
+ CHECK(slice6[2] == Variant(4));
+
+ Array slice7 = array.slice(4, 0, -2);
+ CHECK(slice7.size() == 2);
+ CHECK(slice7[0] == Variant(4));
+ CHECK(slice7[1] == Variant(2));
+
+ ERR_PRINT_OFF;
+ Array slice8 = array.slice(4, 1);
+ CHECK(slice8.size() == 0);
+
+ Array slice9 = array.slice(3, -4);
+ CHECK(slice9.size() == 0);
+ ERR_PRINT_ON;
}
TEST_CASE("[Array] Duplicate array") {
diff --git a/tests/core/variant/test_dictionary.h b/tests/core/variant/test_dictionary.h
index cf0709d17a..729035919d 100644
--- a/tests/core/variant/test_dictionary.h
+++ b/tests/core/variant/test_dictionary.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/core/variant/test_variant.h b/tests/core/variant/test_variant.h
index 0d16fa092c..916686d7c1 100644
--- a/tests/core/variant/test_variant.h
+++ b/tests/core/variant/test_variant.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_code_edit.h b/tests/scene/test_code_edit.h
index 4b5a049a07..95c3e456ca 100644
--- a/tests/scene/test_code_edit.h
+++ b/tests/scene/test_code_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -1104,7 +1104,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_key(idx) == "#");
CHECK(code_edit->get_delimiter_end_key(idx) == "");
- /* Check nested strings are handeled correctly. */
+ /* Check nested strings are handled correctly. */
code_edit->set_text(" \n# # \n ");
/* Check line above is not in string. */
@@ -1132,7 +1132,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_position(2, 1) == OUTSIDE_DELIMETER);
CHECK(code_edit->get_delimiter_end_position(2, 1) == OUTSIDE_DELIMETER);
- /* Check is in string with no column retruns true if entire line is comment excluding whitespace. */
+ /* Check is in string with no column returns true if entire line is comment excluding whitespace. */
code_edit->set_text(" \n # # \n ");
CHECK(code_edit->is_in_string(1) != -1);
@@ -1195,7 +1195,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_key(idx) == "#");
CHECK(code_edit->get_delimiter_end_key(idx) == "");
- /* Check nested comments are handeled correctly. */
+ /* Check nested comments are handled correctly. */
code_edit->set_text(" \n# # \n ");
/* Check line above is not in comment. */
@@ -1223,7 +1223,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_position(2, 1) == OUTSIDE_DELIMETER);
CHECK(code_edit->get_delimiter_end_position(2, 1) == OUTSIDE_DELIMETER);
- /* Check is in comment with no column retruns true if entire line is comment excluding whitespace. */
+ /* Check is in comment with no column returns true if entire line is comment excluding whitespace. */
code_edit->set_text(" \n # # \n ");
CHECK(code_edit->is_in_comment(1) != -1);
@@ -1491,7 +1491,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_key(idx) == "#");
CHECK(code_edit->get_delimiter_end_key(idx) == "#");
- /* Check is in string with no column retruns true if entire line is string excluding whitespace. */
+ /* Check is in string with no column returns true if entire line is string excluding whitespace. */
code_edit->set_text(" \n # \n\n #\n ");
CHECK(code_edit->is_in_string(1) != -1);
CHECK(code_edit->is_in_string(2) != -1);
@@ -1680,7 +1680,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_key(idx) == "#");
CHECK(code_edit->get_delimiter_end_key(idx) == "#");
- /* Check is in comment with no column retruns true if entire line is comment excluding whitespace. */
+ /* Check is in comment with no column returns true if entire line is comment excluding whitespace. */
code_edit->set_text(" \n # \n\n #\n ");
CHECK(code_edit->is_in_comment(1) != -1);
CHECK(code_edit->is_in_comment(2) != -1);
@@ -1746,7 +1746,7 @@ TEST_CASE("[SceneTree][CodeEdit] delimiters") {
CHECK(code_edit->get_delimiter_start_key(idx) == "#");
CHECK(code_edit->get_delimiter_end_key(idx) == "#");
- /* Check is in comment with no column retruns true as inner delimiter should not be counted. */
+ /* Check is in comment with no column returns true as inner delimiter should not be counted. */
CHECK(code_edit->is_in_comment(1) != -1);
CHECK(code_edit->is_in_comment(2) != -1);
CHECK(code_edit->is_in_comment(3) != -1);
@@ -2812,7 +2812,7 @@ TEST_CASE("[SceneTree][CodeEdit] completion") {
}
SUBCASE("[CodeEdit] autocomplete request") {
- SIGNAL_WATCH(code_edit, "request_code_completion");
+ SIGNAL_WATCH(code_edit, "code_completion_requested");
code_edit->set_code_completion_enabled(true);
Array signal_args;
@@ -2820,13 +2820,13 @@ TEST_CASE("[SceneTree][CodeEdit] completion") {
/* Force request. */
code_edit->request_code_completion();
- SIGNAL_CHECK_FALSE("request_code_completion");
+ SIGNAL_CHECK_FALSE("code_completion_requested");
code_edit->request_code_completion(true);
- SIGNAL_CHECK("request_code_completion", signal_args);
+ SIGNAL_CHECK("code_completion_requested", signal_args);
/* Manual request should force. */
SEND_GUI_ACTION(code_edit, "ui_text_completion_query");
- SIGNAL_CHECK("request_code_completion", signal_args);
+ SIGNAL_CHECK("code_completion_requested", signal_args);
/* Insert prefix. */
TypedArray<String> completion_prefixes;
@@ -2835,12 +2835,12 @@ TEST_CASE("[SceneTree][CodeEdit] completion") {
code_edit->insert_text_at_caret(".");
code_edit->request_code_completion();
- SIGNAL_CHECK("request_code_completion", signal_args);
+ SIGNAL_CHECK("code_completion_requested", signal_args);
/* Should work with space too. */
code_edit->insert_text_at_caret(" ");
code_edit->request_code_completion();
- SIGNAL_CHECK("request_code_completion", signal_args);
+ SIGNAL_CHECK("code_completion_requested", signal_args);
/* Should work when complete ends with prefix. */
code_edit->clear();
@@ -2849,9 +2849,9 @@ TEST_CASE("[SceneTree][CodeEdit] completion") {
code_edit->update_code_completion_options();
code_edit->confirm_code_completion();
CHECK(code_edit->get_line(0) == "test.");
- SIGNAL_CHECK("request_code_completion", signal_args);
+ SIGNAL_CHECK("code_completion_requested", signal_args);
- SIGNAL_UNWATCH(code_edit, "request_code_completion");
+ SIGNAL_UNWATCH(code_edit, "code_completion_requested");
}
SUBCASE("[CodeEdit] autocomplete completion") {
@@ -3158,7 +3158,7 @@ TEST_CASE("[SceneTree][CodeEdit] symbol lookup") {
code_edit->set_text("this is some text");
Point2 caret_pos = code_edit->get_caret_draw_pos();
- caret_pos.x += 55;
+ caret_pos.x += 58;
SEND_GUI_MOUSE_EVENT(code_edit, caret_pos, MouseButton::NONE, MouseButton::NONE);
CHECK(code_edit->get_text_for_symbol_lookup() == "this is s" + String::chr(0xFFFF) + "ome text");
@@ -3220,7 +3220,7 @@ TEST_CASE("[SceneTree][CodeEdit] Backspace delete") {
code_edit->backspace();
CHECK(code_edit->get_line(0) == "backspace");
- /* Move caret up to the previous line on backspace if carret is at the first column. */
+ /* Move caret up to the previous line on backspace if caret is at the first column. */
code_edit->set_text("");
code_edit->insert_text_at_caret("line 1\nline 2");
code_edit->set_caret_line(1);
diff --git a/tests/scene/test_curve.h b/tests/scene/test_curve.h
index 4ee1a1c15c..0370ab15fd 100644
--- a/tests/scene/test_curve.h
+++ b/tests/scene/test_curve.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_gradient.h b/tests/scene/test_gradient.h
index fc595b02f2..b0e6128932 100644
--- a/tests/scene/test_gradient.h
+++ b/tests/scene/test_gradient.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_gui.cpp b/tests/scene/test_gui.cpp
index 086943838c..cd5624b70c 100644
--- a/tests/scene/test_gui.cpp
+++ b/tests/scene/test_gui.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_gui.h b/tests/scene/test_gui.h
index 84bce620e2..a1807ed15c 100644
--- a/tests/scene/test_gui.h
+++ b/tests/scene/test_gui.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_path_3d.h b/tests/scene/test_path_3d.h
index 1fcef3adde..78f4e97f03 100644
--- a/tests/scene/test_path_3d.h
+++ b/tests/scene/test_path_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_path_follow_2d.h b/tests/scene/test_path_follow_2d.h
index ddfcc5552a..abd12fe862 100644
--- a/tests/scene/test_path_follow_2d.h
+++ b/tests/scene/test_path_follow_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/scene/test_path_follow_3d.h b/tests/scene/test_path_follow_3d.h
index 6a505dbb39..9ffe49e3d6 100644
--- a/tests/scene/test_path_follow_3d.h
+++ b/tests/scene/test_path_follow_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_physics_2d.cpp b/tests/servers/test_physics_2d.cpp
index 06aa88b5c0..8b77458a33 100644
--- a/tests/servers/test_physics_2d.cpp
+++ b/tests/servers/test_physics_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_physics_2d.h b/tests/servers/test_physics_2d.h
index 2ae1053a03..b6c47574cd 100644
--- a/tests/servers/test_physics_2d.h
+++ b/tests/servers/test_physics_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_physics_3d.cpp b/tests/servers/test_physics_3d.cpp
index 7cb74b1ee3..3d38b9d901 100644
--- a/tests/servers/test_physics_3d.cpp
+++ b/tests/servers/test_physics_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_physics_3d.h b/tests/servers/test_physics_3d.h
index b86327cdb4..f618d0fb4f 100644
--- a/tests/servers/test_physics_3d.h
+++ b/tests/servers/test_physics_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_render.cpp b/tests/servers/test_render.cpp
index 183f049238..44403e3724 100644
--- a/tests/servers/test_render.cpp
+++ b/tests/servers/test_render.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_render.h b/tests/servers/test_render.h
index 1d773cb347..d5a3e01ee5 100644
--- a/tests/servers/test_render.h
+++ b/tests/servers/test_render.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_shader_lang.cpp b/tests/servers/test_shader_lang.cpp
index e4310b1393..06e28212d2 100644
--- a/tests/servers/test_shader_lang.cpp
+++ b/tests/servers/test_shader_lang.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -211,9 +211,6 @@ static String dump_node_code(SL::Node *p_node, int p_level) {
SL::ArrayNode *vnode = (SL::ArrayNode *)p_node;
code = vnode->name;
} break;
- case SL::Node::TYPE_ARRAY_DECLARATION: {
- // FIXME: Implement
- } break;
case SL::Node::TYPE_ARRAY_CONSTRUCT: {
// FIXME: Implement
} break;
diff --git a/tests/servers/test_shader_lang.h b/tests/servers/test_shader_lang.h
index de7ec002b6..31e1bfbeea 100644
--- a/tests/servers/test_shader_lang.h
+++ b/tests/servers/test_shader_lang.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/servers/test_text_server.h b/tests/servers/test_text_server.h
index 4edffe3711..0a64237285 100644
--- a/tests/servers/test_text_server.h
+++ b/tests/servers/test_text_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -154,6 +154,212 @@ TEST_SUITE("[[TextServer]") {
}
}
+ SUBCASE("[TextServer] Text layout: Line break and align points") {
+ for (int i = 0; i < TextServerManager::get_singleton()->get_interface_count(); i++) {
+ Ref<TextServer> ts = TextServerManager::get_singleton()->get_interface(i);
+ TEST_FAIL_COND(ts.is_null(), "Invalid TS interface.");
+
+ RID font1 = ts->create_font();
+ ts->font_set_data_ptr(font1, _font_NotoSans_Regular, _font_NotoSans_Regular_size);
+ RID font2 = ts->create_font();
+ ts->font_set_data_ptr(font2, _font_NotoSansThaiUI_Regular, _font_NotoSansThaiUI_Regular_size);
+ RID font3 = ts->create_font();
+ ts->font_set_data_ptr(font3, _font_NotoNaskhArabicUI_Regular, _font_NotoNaskhArabicUI_Regular_size);
+
+ Vector<RID> font;
+ font.push_back(font1);
+ font.push_back(font2);
+ font.push_back(font3);
+
+ {
+ String test = U"Test test long text long text\n";
+ RID ctx = ts->create_shaped_text();
+ TEST_FAIL_COND(ctx == RID(), "Creating text buffer failed.");
+ bool ok = ts->shaped_text_add_string(ctx, test, font, 16);
+ TEST_FAIL_COND(!ok, "Adding text to the buffer failed.");
+ ts->shaped_text_update_breaks(ctx);
+ ts->shaped_text_update_justification_ops(ctx);
+
+ const Glyph *glyphs = ts->shaped_text_get_glyphs(ctx);
+ int gl_size = ts->shaped_text_get_glyph_count(ctx);
+
+ TEST_FAIL_COND(gl_size != 30, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ if (j == 4 || j == 9 || j == 14 || j == 19 || j == 24) {
+ TEST_FAIL_COND((!soft || !space || hard || virt || elo), "Invalid glyph flags.");
+ } else if (j == 29) {
+ TEST_FAIL_COND((soft || !space || !hard || virt || elo), "Invalid glyph flags.");
+ } else {
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+ }
+ ts->free(ctx);
+ }
+
+ {
+ String test = U"الحمـد";
+ RID ctx = ts->create_shaped_text();
+ TEST_FAIL_COND(ctx == RID(), "Creating text buffer failed.");
+ bool ok = ts->shaped_text_add_string(ctx, test, font, 16);
+ TEST_FAIL_COND(!ok, "Adding text to the buffer failed.");
+ ts->shaped_text_update_breaks(ctx);
+
+ const Glyph *glyphs = ts->shaped_text_get_glyphs(ctx);
+ int gl_size = ts->shaped_text_get_glyph_count(ctx);
+ TEST_FAIL_COND(gl_size != 6, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+
+ if (ts->has_feature(TextServer::FEATURE_KASHIDA_JUSTIFICATION)) {
+ ts->shaped_text_update_justification_ops(ctx);
+
+ glyphs = ts->shaped_text_get_glyphs(ctx);
+ gl_size = ts->shaped_text_get_glyph_count(ctx);
+
+ TEST_FAIL_COND(gl_size != 6, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ if (j == 1) {
+ TEST_FAIL_COND((soft || space || hard || virt || !elo), "Invalid glyph flags.");
+ } else {
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+ }
+ }
+ ts->free(ctx);
+ }
+
+ {
+ String test = U"الحمـد الرياضي العربي";
+ RID ctx = ts->create_shaped_text();
+ TEST_FAIL_COND(ctx == RID(), "Creating text buffer failed.");
+ bool ok = ts->shaped_text_add_string(ctx, test, font, 16);
+ TEST_FAIL_COND(!ok, "Adding text to the buffer failed.");
+ ts->shaped_text_update_breaks(ctx);
+
+ const Glyph *glyphs = ts->shaped_text_get_glyphs(ctx);
+ int gl_size = ts->shaped_text_get_glyph_count(ctx);
+
+ TEST_FAIL_COND(gl_size != 21, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ if (j == 6 || j == 14) {
+ TEST_FAIL_COND((!soft || !space || hard || virt || elo), "Invalid glyph flags.");
+ } else {
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+ }
+
+ if (ts->has_feature(TextServer::FEATURE_KASHIDA_JUSTIFICATION)) {
+ ts->shaped_text_update_justification_ops(ctx);
+
+ glyphs = ts->shaped_text_get_glyphs(ctx);
+ gl_size = ts->shaped_text_get_glyph_count(ctx);
+
+ TEST_FAIL_COND(gl_size != 23, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ if (j == 7 || j == 16) {
+ TEST_FAIL_COND((!soft || !space || hard || virt || elo), "Invalid glyph flags.");
+ } else if (j == 3 || j == 9) {
+ TEST_FAIL_COND((soft || space || hard || !virt || !elo), "Invalid glyph flags.");
+ } else if (j == 18) {
+ TEST_FAIL_COND((soft || space || hard || virt || !elo), "Invalid glyph flags.");
+ } else {
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+ }
+ }
+
+ ts->free(ctx);
+ }
+
+ {
+ String test = U"เป็น ภาษา ราชการ และ ภาษา";
+ RID ctx = ts->create_shaped_text();
+ TEST_FAIL_COND(ctx == RID(), "Creating text buffer failed.");
+ bool ok = ts->shaped_text_add_string(ctx, test, font, 16);
+ TEST_FAIL_COND(!ok, "Adding text to the buffer failed.");
+ ts->shaped_text_update_breaks(ctx);
+ ts->shaped_text_update_justification_ops(ctx);
+
+ const Glyph *glyphs = ts->shaped_text_get_glyphs(ctx);
+ int gl_size = ts->shaped_text_get_glyph_count(ctx);
+
+ TEST_FAIL_COND(gl_size != 25, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ if (j == 4 || j == 9 || j == 16 || j == 20) {
+ TEST_FAIL_COND((!soft || !space || hard || virt || elo), "Invalid glyph flags.");
+ } else {
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+ }
+ ts->free(ctx);
+ }
+
+ if (ts->has_feature(TextServer::FEATURE_BREAK_ITERATORS)) {
+ String test = U"เป็นภาษาราชการและภาษา";
+ RID ctx = ts->create_shaped_text();
+ TEST_FAIL_COND(ctx == RID(), "Creating text buffer failed.");
+ bool ok = ts->shaped_text_add_string(ctx, test, font, 16);
+ TEST_FAIL_COND(!ok, "Adding text to the buffer failed.");
+ ts->shaped_text_update_breaks(ctx);
+ ts->shaped_text_update_justification_ops(ctx);
+
+ const Glyph *glyphs = ts->shaped_text_get_glyphs(ctx);
+ int gl_size = ts->shaped_text_get_glyph_count(ctx);
+
+ TEST_FAIL_COND(gl_size != 25, "Invalid glyph count.");
+ for (int j = 0; j < gl_size; j++) {
+ bool hard = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_HARD) == TextServer::GRAPHEME_IS_BREAK_HARD;
+ bool soft = (glyphs[j].flags & TextServer::GRAPHEME_IS_BREAK_SOFT) == TextServer::GRAPHEME_IS_BREAK_SOFT;
+ bool space = (glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE;
+ bool virt = (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL;
+ bool elo = (glyphs[j].flags & TextServer::GRAPHEME_IS_ELONGATION) == TextServer::GRAPHEME_IS_ELONGATION;
+ if (j == 4 || j == 9 || j == 16 || j == 20) {
+ TEST_FAIL_COND((!soft || !space || hard || !virt || elo), "Invalid glyph flags.");
+ } else {
+ TEST_FAIL_COND((soft || space || hard || virt || elo), "Invalid glyph flags.");
+ }
+ }
+ ts->free(ctx);
+ }
+
+ for (int j = 0; j < font.size(); j++) {
+ ts->free(font[j]);
+ }
+ font.clear();
+ }
+ }
+
SUBCASE("[TextServer] Text layout: Line breaking") {
for (int i = 0; i < TextServerManager::get_singleton()->get_interface_count(); i++) {
Ref<TextServer> ts = TextServerManager::get_singleton()->get_interface(i);
diff --git a/tests/test_macros.cpp b/tests/test_macros.cpp
index b0b28ab374..aa07f8211a 100644
--- a/tests/test_macros.cpp
+++ b/tests/test_macros.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/test_macros.h b/tests/test_macros.h
index b04c2117b7..ed8a12f155 100644
--- a/tests/test_macros.h
+++ b/tests/test_macros.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -135,7 +135,7 @@ int register_test_command(String p_command, TestFunc p_function);
// SEND_GUI_ACTION - takes an object and a input map key. e.g SEND_GUI_ACTION(code_edit, "ui_text_newline").
// SEND_GUI_KEY_EVENT - takes an object and a keycode set. e.g SEND_GUI_KEY_EVENT(code_edit, Key::A | KeyModifierMask::CMD).
// SEND_GUI_MOUSE_EVENT - takes an object, position, mouse button and mouse mask e.g SEND_GUI_MOUSE_EVENT(code_edit, Vector2(50, 50), MOUSE_BUTTON_NONE, MOUSE_BUTTON_NONE);
-// SEND_GUI_DOUBLE_CLICK - takes an object and a postion. e.g SEND_GUI_DOUBLE_CLICK(code_edit, Vector2(50, 50));
+// SEND_GUI_DOUBLE_CLICK - takes an object and a position. e.g SEND_GUI_DOUBLE_CLICK(code_edit, Vector2(50, 50));
#define SEND_GUI_ACTION(m_object, m_action) \
{ \
@@ -192,7 +192,7 @@ int register_test_command(String p_command, TestFunc p_function);
//
// Use SIGNAL_DISCARD("signal_name") to discard records all of the given signal, use only in placed you don't need to check.
//
-// All signals are automaticaly discared between test/sub test cases.
+// All signals are automatically discarded between test/sub test cases.
class SignalWatcher : public Object {
private:
diff --git a/tests/test_main.cpp b/tests/test_main.cpp
index a09be08de8..0190fa5184 100644
--- a/tests/test_main.cpp
+++ b/tests/test_main.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -48,6 +48,10 @@
#include "tests/core/math/test_math.h"
#include "tests/core/math/test_random_number_generator.h"
#include "tests/core/math/test_rect2.h"
+#include "tests/core/math/test_vector2.h"
+#include "tests/core/math/test_vector2i.h"
+#include "tests/core/math/test_vector3.h"
+#include "tests/core/math/test_vector3i.h"
#include "tests/core/object/test_class_db.h"
#include "tests/core/object/test_method_bind.h"
#include "tests/core/object/test_object.h"
@@ -199,7 +203,7 @@ struct GodotTestCaseListener : public doctest::IReporter {
memnew(InputMap);
InputMap::get_singleton()->load_default();
- make_default_theme(false, Ref<Font>());
+ make_default_theme(1.0, Ref<Font>());
memnew(SceneTree);
SceneTree::get_singleton()->initialize();
diff --git a/tests/test_main.h b/tests/test_main.h
index 8c506a776f..8e6a7361fc 100644
--- a/tests/test_main.h
+++ b/tests/test_main.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/test_tools.h b/tests/test_tools.h
index e1192458d0..8ee7a4718f 100644
--- a/tests/test_tools.h
+++ b/tests/test_tools.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/test_utils.cpp b/tests/test_utils.cpp
index 890dea3ee1..11cb6398aa 100644
--- a/tests/test_utils.cpp
+++ b/tests/test_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/test_utils.h b/tests/test_utils.h
index ccebe2e449..499ddb84b2 100644
--- a/tests/test_utils.h
+++ b/tests/test_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/tests/test_validate_testing.h b/tests/test_validate_testing.h
index 40b255e18a..413a7e351d 100644
--- a/tests/test_validate_testing.h
+++ b/tests/test_validate_testing.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */