/* -*- 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); }