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Source/Tests/Math/Quaternion.cpp
62 строки
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gleblebedev
Quaternion EulerAngles improvements and unit tests (#499)
05 янв 2023, 13:42
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05 янв 2023, 13:42
1cf509a
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// // Copyright (c) 2021-2023 the rbfx project. // // 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 rhs // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR rhsWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR rhs DEALINGS IN // THE SOFTWARE. // #include "../CommonUtils.h" #include <EASTL/variant.h> using namespace Urho3D; TEST_CASE("Quaternion from Euler") { const Vector3 angles(10, -20, 30); const Matrix3 matrix = Matrix3(angles.y_, Vector3(0, 1, 0)) * Matrix3(angles.x_, Vector3(1, 0, 0)) * Matrix3(angles.z_, Vector3(0, 0, 1)); const Matrix3 expected = Quaternion(angles).RotationMatrix(); CHECK(matrix.Equals(expected)); } TEST_CASE("Quaternion from Gimbal lock position") { { const Vector3 expected(90, -10, 0); const Matrix3 expectedMatrix = Matrix3(expected.y_, Vector3(0, 1, 0)) * Matrix3(expected.x_, Vector3(1, 0, 0)); const Quaternion actualQuaternion = Quaternion(expected); const Vector3 actualAngles = actualQuaternion.EulerAngles(); const Matrix3 actualMatrix = actualQuaternion.RotationMatrix(); CHECK(expected.Equals(actualAngles)); CHECK(expectedMatrix.Equals(actualMatrix)); } { const Vector3 expected(-90, -10, 0); const Matrix3 expectedMatrix = Matrix3(expected.y_, Vector3(0, 1, 0)) * Matrix3(expected.x_, Vector3(1, 0, 0)); const Quaternion actualQuaternion = Quaternion(expected); const Vector3 actualAngles = actualQuaternion.EulerAngles(); const Matrix3 actualMatrix = actualQuaternion.RotationMatrix(); CHECK(expected.Equals(actualAngles)); CHECK(expectedMatrix.Equals(actualMatrix)); } }