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Diffstat (limited to 'gfx/tests/gtest/TestMatrix.cpp')
-rw-r--r-- | gfx/tests/gtest/TestMatrix.cpp | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/gfx/tests/gtest/TestMatrix.cpp b/gfx/tests/gtest/TestMatrix.cpp new file mode 100644 index 0000000000..e55e8e793b --- /dev/null +++ b/gfx/tests/gtest/TestMatrix.cpp @@ -0,0 +1,145 @@ +/* -*- 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); +} |