1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "gtest/gtest.h"
#include "mozilla/gfx/Matrix.h"
using namespace mozilla;
using namespace mozilla::gfx;
TEST(Matrix, TransformAndClipRect)
{
Rect c(100, 100, 100, 100);
Matrix4x4 m;
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 20, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(250, 50, 20, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(250, 250, 20, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 250, 20, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 100, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 50, 100, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 250, 100, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 250, 100, 20), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 20, 100), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 150, 20, 100), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(250, 50, 20, 100), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(250, 150, 20, 100), c).IsEmpty());
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 100, 100), c)
.IsEqualInterior(Rect(100, 100, 50, 50)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 50, 100, 100), c)
.IsEqualInterior(Rect(150, 100, 50, 50)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 150, 100, 100), c)
.IsEqualInterior(Rect(150, 150, 50, 50)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 150, 100, 100), c)
.IsEqualInterior(Rect(100, 150, 50, 50)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(110, 110, 80, 80), c)
.IsEqualInterior(Rect(110, 110, 80, 80)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 200, 200), c)
.IsEqualInterior(Rect(100, 100, 100, 100)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 200, 100), c)
.IsEqualInterior(Rect(100, 100, 100, 50)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 150, 200, 100), c)
.IsEqualInterior(Rect(100, 150, 100, 50)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(50, 50, 100, 200), c)
.IsEqualInterior(Rect(100, 100, 50, 100)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 50, 100, 200), c)
.IsEqualInterior(Rect(150, 100, 50, 100)));
Matrix4x4 m2 = Matrix4x4::From2D(Matrix(22.68, 0, 0, 12, 16, 164));
EXPECT_TRUE(
m2.TransformAndClipBounds(Rect(0, 0, 100, 100), Rect(1024, 1024, 0, 0))
.IsEmpty());
// Empty rectangles should still have meaningful corners.
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 50, 0, 200), c)
.IsEqualEdges(Rect(150, 100, 0, 100)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 150, 0, 0), c)
.IsEqualEdges(Rect(150, 150, 0, 0)));
EXPECT_TRUE(m.TransformAndClipBounds(Rect(150, 100, 300, 0), c)
.IsEqualEdges(Rect(150, 100, 50, 0)));
}
TEST(Matrix, RotateTransform)
{
gfx::Matrix4x4 transformMatrix;
gfx::Point3D trans, scale;
gfx::Quaternion orient;
auto floor = [&](float aValue, int aDecimal) {
const int digit = pow(10, aDecimal);
const float result = (int)(aValue * digit);
return result / digit;
};
// Test rotate 45 degree on x-axis.
gfx::Quaternion expectedOrient(0.382f, 0.0f, 0.0f, 0.923f);
transformMatrix.RotateX(0.785f);
// the orient would be (x:0.3825, y:0, z:0, w: 0.9239)
transformMatrix.Decompose(trans, orient, scale);
EXPECT_EQ(floor(orient.x, 3), expectedOrient.x);
EXPECT_EQ(floor(orient.y, 3), expectedOrient.y);
EXPECT_EQ(floor(orient.z, 3), expectedOrient.z);
EXPECT_EQ(floor(orient.w, 3), expectedOrient.w);
// Test set rotate matrix from a quaternion and
// compare it with the result from decompose.
transformMatrix = gfx::Matrix4x4();
transformMatrix.SetRotationFromQuaternion(orient);
transformMatrix.Decompose(trans, orient, scale);
EXPECT_EQ(floor(orient.x, 3), expectedOrient.x);
EXPECT_EQ(floor(orient.y, 3), expectedOrient.y);
EXPECT_EQ(floor(orient.z, 3), expectedOrient.z);
EXPECT_EQ(floor(orient.w, 3), expectedOrient.w);
// Test rotate -45 degree on axis: (0.577f, 0.577f, 0.577f).
transformMatrix = gfx::Matrix4x4();
transformMatrix.SetRotateAxisAngle(0.577f, 0.577f, 0.577f, -0.785f);
// the orient would be (x:-0.2208, y:-0.2208, z:-0.2208, w: 0.9239)
transformMatrix.Decompose(trans, orient, scale);
expectedOrient.Set(-0.220f, -0.220f, -0.220f, 0.923f);
EXPECT_EQ(floor(orient.x, 3), expectedOrient.x);
EXPECT_EQ(floor(orient.y, 3), expectedOrient.y);
EXPECT_EQ(floor(orient.z, 3), expectedOrient.z);
EXPECT_EQ(floor(orient.w, 3), expectedOrient.w);
// Test set rotate matrix from a quaternion and
// compare it with the result from decompose.
transformMatrix = gfx::Matrix4x4();
transformMatrix.SetRotationFromQuaternion(orient);
transformMatrix.Decompose(trans, orient, scale);
EXPECT_EQ(floor(orient.x, 3), expectedOrient.x);
EXPECT_EQ(floor(orient.y, 3), expectedOrient.y);
EXPECT_EQ(floor(orient.z, 3), expectedOrient.z);
EXPECT_EQ(floor(orient.w, 3), expectedOrient.w);
}
TEST(Matrix4x4Flagged, Mult)
{
Matrix4x4Flagged simple =
Matrix4x4::Translation(Point(42, 42)) * Matrix4x4::Scaling(3, 3, 1);
// For the general matrix, put a value in every field to make sure
// nothing gets dropped.
Matrix4x4 general(2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2);
// Use Matrix4x4::operator*(Matrix4x4).
// For the purposes of this test, assume that's correct.
Matrix4x4Flagged realResult = Matrix4x4Flagged(simple.GetMatrix() * general);
// Check that Matrix4x4Flagged::operator*(Matrix4x4Flagged) produces the same
// result.
Matrix4x4Flagged flaggedResult = simple * Matrix4x4Flagged(general);
EXPECT_EQ(realResult, flaggedResult);
// Check that Matrix4x4Flagged::operator*(Matrix4x4) produces the same result.
Matrix4x4Flagged mixedResult = simple * general;
EXPECT_EQ(realResult, mixedResult);
}
|