Small changes to C API unit tests.
- (1) Changed randomized math structure values to predefined values to prevent cases that could potentially lead to division by zero. - (2) Removed unused variable(s) due to (1). - (3) Renamed variable(s) for better clarity.pull/3147/head
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ac16a857ff
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e399a12f71
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@ -143,7 +143,8 @@ TEST_F(AssimpAPITest_aiMatrix3x3, aiMatrix3TranslationTest) {
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}
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TEST_F(AssimpAPITest_aiMatrix3x3, aiMatrix3FromToTest) {
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const auto from = random_vec3(), to = random_vec3();
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// Use predetermined vectors to prevent running into division by zero.
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const auto from = aiVector3D(1,2,1).Normalize(), to = aiVector3D(-1,1,1).Normalize();
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aiMatrix3x3::FromToMatrix(from, to, result_cpp);
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aiMatrix3FromTo(&result_c, &from, &to);
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EXPECT_EQ(result_cpp, result_c);
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@ -51,6 +51,16 @@ protected:
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result_c = result_cpp = aiMatrix4x4();
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}
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/* Generates a predetermined transformation matrix to use
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for the aiDecompose functions to prevent running into
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division by zero. */
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aiMatrix4x4 get_predetermined_transformation_matrix_for_decomposition() const {
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aiMatrix4x4 t, r;
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aiMatrix4x4::Translation(aiVector3D(14,-25,-8), t);
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aiMatrix4x4::Rotation(Math::PI<float>() / 4.0f, aiVector3D(1).Normalize(), r);
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return t * r;
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}
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aiMatrix4x4 result_c, result_cpp;
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};
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@ -142,7 +152,7 @@ TEST_F(AssimpAPITest_aiMatrix4x4, aiDecomposeMatrixTest) {
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position_c, position_cpp;
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aiQuaternion rotation_c, rotation_cpp;
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result_c = result_cpp = random_mat4();
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result_c = result_cpp = get_predetermined_transformation_matrix_for_decomposition();
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result_cpp.Decompose(scaling_cpp, rotation_cpp, position_cpp);
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aiDecomposeMatrix(&result_c, &scaling_c, &rotation_c, &position_c);
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EXPECT_EQ(scaling_cpp, scaling_c);
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@ -155,7 +165,7 @@ TEST_F(AssimpAPITest_aiMatrix4x4, aiMatrix4DecomposeIntoScalingEulerAnglesPositi
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rotation_c, rotation_cpp,
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position_c, position_cpp;
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result_c = result_cpp = random_mat4();
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result_c = result_cpp = get_predetermined_transformation_matrix_for_decomposition();
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result_cpp.Decompose(scaling_cpp, rotation_cpp, position_cpp);
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aiMatrix4DecomposeIntoScalingEulerAnglesPosition(&result_c, &scaling_c, &rotation_c, &position_c);
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EXPECT_EQ(scaling_cpp, scaling_c);
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@ -169,7 +179,7 @@ TEST_F(AssimpAPITest_aiMatrix4x4, aiMatrix4DecomposeIntoScalingAxisAnglePosition
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position_c, position_cpp;
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float angle_c, angle_cpp;
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result_c = result_cpp = random_mat4();
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result_c = result_cpp = get_predetermined_transformation_matrix_for_decomposition();
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result_cpp.Decompose(scaling_cpp, axis_cpp, angle_cpp, position_cpp);
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aiMatrix4DecomposeIntoScalingAxisAnglePosition(&result_c, &scaling_c, &axis_c, &angle_c, &position_c);
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EXPECT_EQ(scaling_cpp, scaling_c);
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@ -182,7 +192,7 @@ TEST_F(AssimpAPITest_aiMatrix4x4, aiMatrix4DecomposeNoScalingTest) {
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aiVector3D position_c, position_cpp;
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aiQuaternion rotation_c, rotation_cpp;
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result_c = result_cpp = random_mat4();
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result_c = result_cpp = get_predetermined_transformation_matrix_for_decomposition();
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result_cpp.DecomposeNoScaling(rotation_cpp, position_cpp);
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aiMatrix4DecomposeNoScaling(&result_c, &rotation_c, &position_c);
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EXPECT_EQ(position_cpp, position_c);
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@ -242,7 +252,8 @@ TEST_F(AssimpAPITest_aiMatrix4x4, aiMatrix4ScalingTest) {
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}
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TEST_F(AssimpAPITest_aiMatrix4x4, aiMatrix4FromToTest) {
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const auto from = random_vec3(), to = random_vec3();
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// Use predetermined vectors to prevent running into division by zero.
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const auto from = aiVector3D(1,2,1).Normalize(), to = aiVector3D(-1,1,1).Normalize();
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aiMatrix4x4::FromToMatrix(from, to, result_cpp);
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aiMatrix4FromTo(&result_c, &from, &to);
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EXPECT_EQ(result_cpp, result_c);
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@ -55,7 +55,13 @@ protected:
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};
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TEST_F(AssimpAPITest_aiQuaternion, aiCreateQuaternionFromMatrixTest) {
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const auto m = random_mat3();
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// Use a predetermined transformation matrix
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// to prevent running into division by zero.
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aiMatrix3x3 m, r;
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aiMatrix3x3::Translation(aiVector2D(14,-25), m);
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aiMatrix3x3::RotationZ(Math::PI<float>() / 4.0f, r);
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m = m * r;
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result_cpp = aiQuaternion(m);
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aiCreateQuaternionFromMatrix(&result_c, &m);
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EXPECT_EQ(result_cpp, result_c);
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@ -118,9 +124,11 @@ TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionMultiplyTest) {
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionInterpolateTest) {
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const float INTERPOLATION(RandUnit.next());
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const auto q1 = random_quat();
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const auto q2 = random_quat();
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// Use predetermined quaternions to prevent division by zero
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// during slerp calculations.
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const float INTERPOLATION(0.5f);
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const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::PI<float>() / 4.0f);
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const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::PI<float>() / 2.0f);
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aiQuaternion::Interpolate(result_cpp, q1, q2, INTERPOLATION);
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aiQuaternionInterpolate(&result_c, &q1, &q2, INTERPOLATION);
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EXPECT_EQ(result_cpp, result_c);
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@ -49,7 +49,7 @@ class AssimpAPITest_aiVector2D : public AssimpMathTest {
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protected:
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virtual void SetUp() {
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result_c = result_cpp = aiVector2D();
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temp = random_vec2();
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temp = random_vec2(); // Generates a random 2D vector != null vector.
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}
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aiVector2D result_c, result_cpp, temp;
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@ -82,7 +82,7 @@ TEST_F(AssimpAPITest_aiVector2D, aiVector2SubtractTest) {
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}
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TEST_F(AssimpAPITest_aiVector2D, aiVector2ScaleTest) {
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const float FACTOR = Rand.next();
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const float FACTOR = RandNonZero.next();
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result_c = result_cpp = random_vec2();
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result_cpp *= FACTOR;
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aiVector2Scale(&result_c, FACTOR);
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@ -97,7 +97,7 @@ TEST_F(AssimpAPITest_aiVector2D, aiVector2SymMulTest) {
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}
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TEST_F(AssimpAPITest_aiVector2D, aiVector2DivideByScalarTest) {
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const float DIVISOR = Rand.next();
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const float DIVISOR = RandNonZero.next();
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result_c = result_cpp = random_vec2();
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result_cpp /= DIVISOR;
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aiVector2DivideByScalar(&result_c, DIVISOR);
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@ -49,7 +49,7 @@ class AssimpAPITest_aiVector3D : public AssimpMathTest {
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protected:
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virtual void SetUp() {
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result_c = result_cpp = aiVector3D();
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temp = random_vec3();
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temp = random_vec3(); // Generates a random 3D vector != null vector.
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}
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aiVector3D result_c, result_cpp, temp;
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@ -88,7 +88,7 @@ TEST_F(AssimpAPITest_aiVector3D, aiVector3SubtractTest) {
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}
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TEST_F(AssimpAPITest_aiVector3D, aiVector3ScaleTest) {
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const float FACTOR = Rand.next();
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const float FACTOR = RandNonZero.next();
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result_c = result_cpp = random_vec3();
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result_cpp *= FACTOR;
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aiVector3Scale(&result_c, FACTOR);
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@ -103,7 +103,7 @@ TEST_F(AssimpAPITest_aiVector3D, aiVector3SymMulTest) {
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}
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TEST_F(AssimpAPITest_aiVector3D, aiVector3DivideByScalarTest) {
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const float DIVISOR = Rand.next();
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const float DIVISOR = RandNonZero.next();
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result_c = result_cpp = random_vec3();
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result_cpp /= DIVISOR;
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aiVector3DivideByScalar(&result_c, DIVISOR);
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@ -47,13 +47,10 @@ namespace Assimp {
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// Initialize epsilon value.
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const float AssimpMathTest::Epsilon = Math::getEpsilon<float>();
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// Initialize with an interval of [1,100] to avoid null values.
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RandomUniformFloatGenerator AssimpMathTest::Rand(1.0f, 100.0f);
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// Initialize with an interval of [1,100].
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RandomUniformFloatGenerator AssimpMathTest::RandNonZero(1.0f, 100.0f);
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// Initialize with an interval of [-PI,PI] inclusively.
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RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::PI<float>(), Math::PI<float>());
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// Initialize with an interval of [0,1] inclusively.
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RandomUniformFloatGenerator AssimpMathTest::RandUnit(0.0f, 1.0f);
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}
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@ -53,14 +53,14 @@ namespace Assimp {
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/** Custom test class providing several math related utilities. */
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class AssimpMathTest : public ::testing::Test {
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public:
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/** Return a random 2D vector. */
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/** Return a random non-null 2D vector. */
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inline static aiVector2D random_vec2() {
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return aiVector2D(Rand.next(), Rand.next());
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return aiVector2D(RandNonZero.next(), RandNonZero.next());
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}
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/** Return a random 3D vector. */
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/** Return a random non-null 3D vector. */
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inline static aiVector3D random_vec3() {
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return aiVector3D(Rand.next(), Rand.next(),Rand.next());
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return aiVector3D(RandNonZero.next(), RandNonZero.next(),RandNonZero.next());
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}
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/** Return a random unit 3D vector. */
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return aiQuaternion(random_unit_vec3(), RandPI.next());
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}
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/** Return a random 3x3 matrix. */
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/** Return a random non-null 3x3 matrix. */
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inline static aiMatrix3x3 random_mat3() {
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return aiMatrix3x3(
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Rand.next(), Rand.next(),Rand.next(),
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Rand.next(), Rand.next(),Rand.next(),
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Rand.next(), Rand.next(),Rand.next());
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next(),
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next(),
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next());
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}
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/** Return a random 4x4 matrix. */
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/** Return a random non-null 4x4 matrix. */
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inline static aiMatrix4x4 random_mat4() {
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return aiMatrix4x4(
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Rand.next(), Rand.next(),Rand.next(), Rand.next(),
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Rand.next(), Rand.next(),Rand.next(), Rand.next(),
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Rand.next(), Rand.next(),Rand.next(), Rand.next(),
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Rand.next(), Rand.next(),Rand.next(), Rand.next());
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next(), RandNonZero.next(),
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next(), RandNonZero.next(),
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next(), RandNonZero.next(),
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RandNonZero.next(), RandNonZero.next(),RandNonZero.next(), RandNonZero.next());
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}
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/** Epsilon value to use in tests. */
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static const float Epsilon;
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/** Random number generators. */
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static RandomUniformFloatGenerator Rand, RandPI, RandUnit;
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static RandomUniformFloatGenerator RandNonZero, RandPI;
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};
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}
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