d3drm: Fix compilation on systems that don't support nameless unions.
[wine/gsoc_dplay.git] / dlls / d3drm / tests / vector.c
blobe4c65ce05a15a1f2e6ab75b9ed56391ed205e3a2
1 /*
2 * Copyright 2007 Vijay Kiran Kamuju
3 * Copyright 2007 David Adam
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include <assert.h>
21 #include "d3drmdef.h"
22 #include <math.h>
24 #include "wine/test.h"
26 #define PI (4*atan(1.0))
27 #define admit_error 0.000001
29 #define expect_mat( expectedmat, gotmat)\
30 { \
31 int i,j,equal=1; \
32 for (i=0; i<4; i++)\
34 for (j=0; j<4; j++)\
36 if (fabs(expectedmat[i][j]-gotmat[i][j])>admit_error)\
38 equal=0;\
42 ok(equal, "Expected matrix=\n(%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n)\n\n" \
43 "Got matrix=\n(%f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f)\n", \
44 expectedmat[0][0],expectedmat[0][1],expectedmat[0][2],expectedmat[0][3], \
45 expectedmat[1][0],expectedmat[1][1],expectedmat[1][2],expectedmat[1][3], \
46 expectedmat[2][0],expectedmat[2][1],expectedmat[2][2],expectedmat[2][3], \
47 expectedmat[3][0],expectedmat[3][1],expectedmat[3][2],expectedmat[3][3], \
48 gotmat[0][0],gotmat[0][1],gotmat[0][2],gotmat[0][3], \
49 gotmat[1][0],gotmat[1][1],gotmat[1][2],gotmat[1][3], \
50 gotmat[2][0],gotmat[2][1],gotmat[2][2],gotmat[2][3], \
51 gotmat[3][0],gotmat[3][1],gotmat[3][2],gotmat[3][3] ); \
54 #define expect_quat(expectedquat,gotquat) \
55 ok( (fabs(U1(expectedquat.v).x-U1(gotquat.v).x)<admit_error) && \
56 (fabs(U2(expectedquat.v).y-U2(gotquat.v).y)<admit_error) && \
57 (fabs(U3(expectedquat.v).z-U3(gotquat.v).z)<admit_error) && \
58 (fabs(expectedquat.s-gotquat.s)<admit_error), \
59 "Expected Quaternion %f %f %f %f , Got Quaternion %f %f %f %f\n", \
60 expectedquat.s,U1(expectedquat.v).x,U2(expectedquat.v).y,U3(expectedquat.v).z, \
61 gotquat.s,U1(gotquat.v).x,U2(gotquat.v).y,U3(gotquat.v).z);
63 #define expect_vec(expectedvec,gotvec) \
64 ok( ((fabs(U1(expectedvec).x-U1(gotvec).x)<admit_error)&&(fabs(U2(expectedvec).y-U2(gotvec).y)<admit_error)&&(fabs(U3(expectedvec).z-U3(gotvec).z)<admit_error)), \
65 "Expected Vector= (%f, %f, %f)\n , Got Vector= (%f, %f, %f)\n", \
66 U1(expectedvec).x,U2(expectedvec).y,U3(expectedvec).z, U1(gotvec).x, U2(gotvec).y, U3(gotvec).z);
68 static void VectorTest(void)
70 D3DVALUE mod,par,theta;
71 D3DVECTOR e,r,u,v,w,axis,casnul,norm,ray;
73 U1(u).x=2.0;U2(u).y=2.0;U3(u).z=1.0;
74 U1(v).x=4.0;U2(v).y=4.0;U3(v).z=0.0;
76 /*______________________VectorAdd_________________________________*/
77 D3DRMVectorAdd(&r,&u,&v);
78 U1(e).x=6.0;U2(e).y=6.0;U3(e).z=1.0;
79 expect_vec(e,r);
81 /*_______________________VectorSubtract__________________________*/
82 D3DRMVectorSubtract(&r,&u,&v);
83 U1(e).x=-2.0;U2(e).y=-2.0;U3(e).z=1.0;
84 expect_vec(e,r);
86 /*_______________________VectorCrossProduct_______________________*/
87 D3DRMVectorCrossProduct(&r,&u,&v);
88 U1(e).x=-4.0;U2(e).y=4.0;U3(e).z=0.0;
89 expect_vec(e,r);
91 /*_______________________VectorDotProduct__________________________*/
92 mod=D3DRMVectorDotProduct(&u,&v);
93 ok((mod == 16.0), "Expected 16.0, Got %f\n",mod);
95 /*_______________________VectorModulus_____________________________*/
96 mod=D3DRMVectorModulus(&u);
97 ok((mod == 3.0), "Expected 3.0, Got %f\n",mod);
99 /*_______________________VectorNormalize___________________________*/
100 D3DRMVectorNormalize(&u);
101 U1(e).x=2.0/3.0;U2(e).y=2.0/3.0;U3(e).z=1.0/3.0;
102 expect_vec(e,u);
104 /* If u is the NULL vector, MSDN says that the return vector is NULL. In fact, the returned vector is (1,0,0). The following test case prove it. */
106 U1(casnul).x=0.0; U2(casnul).y=0.0; U3(casnul).z=0.0;
107 D3DRMVectorNormalize(&casnul);
108 U1(e).x=1.0; U2(e).y=0.0; U3(e).z=0.0;
109 expect_vec(e,casnul);
111 /*____________________VectorReflect_________________________________*/
112 U1(ray).x=3.0; U2(ray).y=-4.0; U3(ray).z=5.0;
113 U1(norm).x=1.0; U2(norm).y=-2.0; U3(norm).z=6.0;
114 U1(e).x=79.0; U2(e).y=-160.0; U3(e).z=487.0;
115 D3DRMVectorReflect(&r,&ray,&norm);
116 expect_vec(e,r);
118 /*_______________________VectorRotate_______________________________*/
119 U1(w).x=3.0; U2(w).y=4.0; U3(w).z=0.0;
120 U1(axis).x=0.0; U2(axis).y=0.0; U3(axis).z=1.0;
121 theta=2.0*PI/3.0;
122 D3DRMVectorRotate(&r,&w,&axis,theta);
123 U1(e).x=-0.3-0.4*sqrt(3.0); U2(e).y=0.3*sqrt(3.0)-0.4; U3(e).z=0.0;
124 expect_vec(e,r);
126 /* The same formula gives D3DRMVectorRotate, for theta in [-PI/2;+PI/2] or not. The following test proves this fact.*/
127 theta=-PI/4.0;
128 D3DRMVectorRotate(&r,&w,&axis,-PI/4);
129 U1(e).x=1.4/sqrt(2.0); U2(e).y=0.2/sqrt(2.0); U3(e).z=0.0;
130 expect_vec(e,r);
132 /*_______________________VectorScale__________________________*/
133 par=2.5;
134 D3DRMVectorScale(&r,&v,par);
135 U1(e).x=10.0; U2(e).y=10.0; U3(e).z=0.0;
136 expect_vec(e,r);
139 static void MatrixTest(void)
141 D3DRMQUATERNION q;
142 D3DRMMATRIX4D exp,mat;
144 exp[0][0]=-49.0; exp[0][1]=4.0; exp[0][2]=22.0; exp[0][3]=0.0;
145 exp[1][0]=20.0; exp[1][1]=-39.0; exp[1][2]=20.0; exp[1][3]=0.0;
146 exp[2][0]=10.0; exp[2][1]=28.0; exp[2][2]=-25.0; exp[2][3]=0.0;
147 exp[3][0]=0.0; exp[3][1]=0.0; exp[3][2]=0.0; exp[3][3]=1.0;
148 q.s=1.0; U1(q.v).x=2.0; U2(q.v).y=3.0; U3(q.v).z=4.0;
150 D3DRMMatrixFromQuaternion(mat,&q);
151 expect_mat(exp,mat);
154 static void QuaternionTest(void)
156 D3DVECTOR axis;
157 D3DVALUE g,h,epsilon,par,theta;
158 D3DRMQUATERNION q,q1,q2,r;
160 /*_________________QuaternionFromRotation___________________*/
161 U1(axis).x=1.0; U2(axis).y=1.0; U3(axis).z=1.0;
162 theta=2.0*PI/3.0;
163 D3DRMQuaternionFromRotation(&r,&axis,theta);
164 q.s=0.5; U1(q.v).x=0.5; U2(q.v).y=0.5; U3(q.v).z=0.5;
165 expect_quat(q,r);
167 /*_________________QuaternionSlerp_________________________*/
168 /* Interpolation slerp is in fact a linear interpolation, not a spherical linear
169 * interpolation. Moreover, if the angle of the two quaternions is in ]PI/2;3PI/2[, QuaternionSlerp
170 * interpolates between the first quaternion and the opposite of the second one. The test proves
171 * these two facts. */
172 par=0.31;
173 q1.s=1.0; U1(q1.v).x=2.0; U2(q1.v).y=3.0; U3(q1.v).z=50.0;
174 q2.s=-4.0; U1(q2.v).x=6.0; U2(q2.v).y=7.0; U3(q2.v).z=8.0;
175 /* The angle between q1 and q2 is in [-PI/2,PI/2]. So, one interpolates between q1 and q2. */
176 epsilon=1.0;
177 g=1.0-par; h=epsilon*par;
178 /* Part of the test proving that the interpolation is linear. */
179 q.s=g*q1.s+h*q2.s;
180 U1(q.v).x=g*U1(q1.v).x+h*U1(q2.v).x;
181 U2(q.v).y=g*U2(q1.v).y+h*U2(q2.v).y;
182 U3(q.v).z=g*U3(q1.v).z+h*U3(q2.v).z;
183 D3DRMQuaternionSlerp(&r,&q1,&q2,par);
184 expect_quat(q,r);
186 q1.s=1.0; U1(q1.v).x=2.0; U2(q1.v).y=3.0; U3(q1.v).z=50.0;
187 q2.s=-94.0; U1(q2.v).x=6.0; U2(q2.v).y=7.0; U3(q2.v).z=-8.0;
188 /* The angle between q1 and q2 is not in [-PI/2,PI/2]. So, one interpolates between q1 and -q2. */
189 epsilon=-1.0;
190 g=1.0-par; h=epsilon*par;
191 q.s=g*q1.s+h*q2.s;
192 U1(q.v).x=g*U1(q1.v).x+h*U1(q2.v).x;
193 U2(q.v).y=g*U2(q1.v).y+h*U2(q2.v).y;
194 U3(q.v).z=g*U3(q1.v).z+h*U3(q2.v).z;
195 D3DRMQuaternionSlerp(&r,&q1,&q2,par);
196 expect_quat(q,r);
199 START_TEST(vector)
201 VectorTest();
202 MatrixTest();
203 QuaternionTest();