Fix unit tests
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@ -1,7 +1,7 @@
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#include <Nazara/Core/Color.hpp>
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#include <Catch/catch.hpp>
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const float epsilon = 0.01f;
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const float epsilon = 1.f;
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void CompareColor(const Nz::Color& lhs, const Nz::Color& rhs)
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{
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@ -16,46 +16,46 @@ void CompareCMY(const Nz::Color& color, float cyan, float magenta, float yellow)
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{
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float retrievedCyan = 0.f, retrievedMagenta = 0.f, retrievedYellow = 0.f;
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Nz::Color::ToCMY(color, &retrievedCyan, &retrievedMagenta, &retrievedYellow);
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CHECK(retrievedCyan == Approx(cyan).epsilon(epsilon));
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CHECK(retrievedMagenta == Approx(magenta).epsilon(epsilon));
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CHECK(retrievedYellow == Approx(yellow).epsilon(epsilon));
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CHECK(retrievedCyan == Approx(cyan).margin(epsilon));
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CHECK(retrievedMagenta == Approx(magenta).margin(epsilon));
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CHECK(retrievedYellow == Approx(yellow).margin(epsilon));
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}
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void CompareCMYK(const Nz::Color& color, float cyan, float magenta, float yellow, float black)
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{
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float retrievedCyan = 0.f, retrievedMagenta = 0.f, retrievedYellow = 0.f, retrievedBlack = 0.f;
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Nz::Color::ToCMYK(color, &retrievedCyan, &retrievedMagenta, &retrievedYellow, &retrievedBlack);
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CHECK(retrievedCyan == Approx(cyan).epsilon(epsilon));
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CHECK(retrievedMagenta == Approx(magenta).epsilon(epsilon));
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CHECK(retrievedYellow == Approx(yellow).epsilon(epsilon));
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CHECK(retrievedBlack == Approx(black).epsilon(epsilon));
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CHECK(retrievedCyan == Approx(cyan).margin(epsilon));
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CHECK(retrievedMagenta == Approx(magenta).margin(epsilon));
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CHECK(retrievedYellow == Approx(yellow).margin(epsilon));
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CHECK(retrievedBlack == Approx(black).margin(epsilon));
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}
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void CompareHSL(const Nz::Color& color, float hue, float saturation, float luminosity)
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{
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float retrievedHue = 0.f, retrievedSaturation = 0.f, retrievedLuminosity = 0.f;
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Nz::Color::ToHSL(color, &retrievedHue, &retrievedSaturation, &retrievedLuminosity);
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CHECK(retrievedHue == Approx(hue).epsilon(epsilon));
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CHECK(retrievedSaturation == Approx(saturation).epsilon(epsilon));
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CHECK(retrievedLuminosity == Approx(luminosity).epsilon(epsilon));
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CHECK(retrievedHue == Approx(hue).margin(epsilon));
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CHECK(retrievedSaturation == Approx(saturation).margin(epsilon));
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CHECK(retrievedLuminosity == Approx(luminosity).margin(epsilon));
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}
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void CompareHSV(const Nz::Color& color, float hue, float saturation, float value)
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{
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float retrievedHue = 0.f, retrievedSaturation = 0.f, retrievedValue = 0.f;
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Nz::Color::ToHSV(color, &retrievedHue, &retrievedSaturation, &retrievedValue);
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CHECK(retrievedHue == Approx(hue).epsilon(epsilon));
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CHECK(retrievedSaturation == Approx(saturation).epsilon(epsilon));
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CHECK(retrievedValue == Approx(value).epsilon(epsilon));
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CHECK(retrievedHue == Approx(hue).margin(epsilon));
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CHECK(retrievedSaturation == Approx(saturation).margin(epsilon));
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CHECK(retrievedValue == Approx(value).margin(epsilon));
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}
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void CompareXYZ(const Nz::Color& color, float x, float y, float z)
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{
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Nz::Vector3f retrievedValues = Nz::Vector3f::Zero();
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Nz::Color::ToXYZ(color, &retrievedValues);
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CHECK(retrievedValues.x == Approx(x).epsilon(epsilon));
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CHECK(retrievedValues.y == Approx(y).epsilon(epsilon));
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CHECK(retrievedValues.z == Approx(z).epsilon(epsilon));
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CHECK(retrievedValues.x == Approx(x).margin(epsilon));
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CHECK(retrievedValues.y == Approx(y).margin(epsilon));
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CHECK(retrievedValues.z == Approx(z).margin(epsilon));
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}
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SCENARIO("Color", "[CORE][COLOR]")
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@ -96,7 +96,7 @@ SCENARIO("EulerAngles", "[MATH][EULERANGLES]")
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REQUIRE(tmp.roll == Approx(0.f));
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tmp = Nz::Quaternionf(euler30.ToQuaternion()).ToEulerAngles();
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REQUIRE(tmp.pitch == Approx(30.f));
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REQUIRE(tmp.yaw == Approx(0.f));
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REQUIRE(tmp.yaw == Approx(0.f).margin(0.0001f));
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REQUIRE(tmp.roll == Approx(30.f));
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}
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}
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@ -83,8 +83,8 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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THEN("We get the identity")
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{
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Nz::Matrix4f tmp = matrix1 * invMatrix1;
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CHECK(tmp.m32 == Approx(0.f));
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CHECK(tmp.m42 == Approx(0.f));
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CHECK(tmp.m32 == Approx(0.f).margin(0.0001f));
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CHECK(tmp.m42 == Approx(0.f).margin(0.0001f));
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tmp.m32 = 0.f;
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tmp.m42 = 0.f;
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CHECK(tmp == Nz::Matrix4f::Identity());
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@ -80,7 +80,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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{
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const Nz::PhysWorld2D::RaycastHit& result = results[i];
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CHECK(result.nearestBody == &bodies[i]);
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CHECK(result.fraction == Approx(i / 4.f).epsilon(0.1f));
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CHECK(result.fraction == Approx(i / 4.f).margin(0.1f));
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CHECK(result.hitPos == Nz::Vector2f(0.f, i * 10.f));
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CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
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}
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@ -171,13 +171,13 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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world.Step(0.1f);
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CHECK(statusTriggerCollision == 11);
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CHECK(character.GetPosition().x == Approx(3.1f).epsilon(0.01f));
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CHECK(character.GetPosition().x == Approx(3.1f).margin(0.01f));
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for (int i = 0; i != 9; ++i)
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world.Step(0.1f);
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CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
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CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
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world.Step(0.1f);
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CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
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CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
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CHECK(statusWallCollision == 1); // It should be close to the wall
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character.SetVelocity(Nz::Vector2f(-2.f, 0.f));
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@ -4,6 +4,7 @@
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Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world);
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void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right);
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void EQUALITY(const Nz::Rectf& left, const Nz::Rectf& right);
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SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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{
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@ -65,16 +66,15 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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WHEN("We set a new geometry")
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{
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float radius = 5.f;
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Nz::Vector2f positionCircle(0.f, 0.f);
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Nz::Collider2DRef circle = Nz::CircleCollider2D::New(radius, position);
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body.SetGeom(circle);
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body.SetGeom(Nz::CircleCollider2D::New(radius));
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world.Step(1.f);
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THEN("The aabb should be updated")
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{
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position = body.GetPosition();
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Nz::Rectf circleAABB(position.x - radius, position.y - radius, 2.f * radius, 2.f* radius);
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REQUIRE(body.GetAABB() == circleAABB);
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EQUALITY(body.GetAABB(), circleAABB);
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}
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}
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}
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@ -316,3 +316,11 @@ void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right)
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CHECK(left.GetUserdata() == right.GetUserdata());
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CHECK(left.GetVelocity() == right.GetVelocity());
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}
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void EQUALITY(const Nz::Rectf& left, const Nz::Rectf& right)
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{
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CHECK(left.x == Approx(right.x));
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CHECK(left.y == Approx(right.y));
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CHECK(left.width == Approx(right.width));
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CHECK(left.height == Approx(right.height));
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}
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