#include #include #include "test.h" #include static const float eps = 1e-7; static inline void print_quat(quat q) { printf("{ %f, %f, %f, %f }\n", q.x, q.y, q.z, q.w); } static inline void print_vec3(vec3 v) { printf("{ %f, %f, %f }\n", v.x, v.y, v.z); } /// Slerp between two vectors forming an acute angle. TEST_CASE(quat_slerp_acute_angle) { const R angle1 = 0; const R angle2 = PI / 4; const R t = 0.5; const quat a = qmake_rot(angle1, 0, 0, 1); const quat b = qmake_rot(angle2, 0, 0, 1); const quat c = qslerp(a, b, t); const vec3 result = qrot(c, vec3_make(1, 0, 0)); const R angle3 = lerp(angle1, angle2, t); const vec3 expected = vec3_make(cos(angle3), sin(angle3), 0.0); TEST_TRUE(vec3_eq(result, expected, eps)); } /// Slerp between two vectors forming an obtuse angle (negative dot product). /// /// The interpolation must follow the shortest path between both vectors. TEST_CASE(quat_slerp_obtuse_angle) { const R angle1 = 0; const R angle2 = 3 * PI / 4; const R t = 0.5; const quat a = qmake_rot(angle1, 0, 0, 1); const quat b = qmake_rot(angle2, 0, 0, 1); const quat c = qslerp(a, b, t); const vec3 result = qrot(c, vec3_make(1, 0, 0)); const R angle3 = lerp(angle1, angle2, t); const vec3 expected = vec3_make(cos(angle3), sin(angle3), 0.0); TEST_TRUE(vec3_eq(result, expected, eps)); } /// Slerp between two vectors forming a reflex angle. /// /// The interpolation must follow the shortest path between both vectors. TEST_CASE(quat_slerp_reflex_angle) { const R angle1 = 0; const R angle2 = 5 * PI / 4; const R t = 0.5; const quat a = qmake_rot(angle1, 0, 0, 1); const quat b = qmake_rot(angle2, 0, 0, 1); const quat c = qslerp(a, b, t); const vec3 result = qrot(c, vec3_make(1, 0, 0)); // Because it's a reflex angle, we expect the rotation to follow the short // path from 'a' down clockwise to 'b'. Could add +PI to the result of lerp(), // but that adds more error than negating cos and sin. const R angle3 = lerp(angle1, angle2, t); const vec3 expected = vec3_make(-cos(angle3), -sin(angle3), 0.0); TEST_TRUE(vec3_eq(result, expected, eps)); } TEST_CASE(quat_mat4_from_quat) { const R angle = PI / 8; const quat q = qmake_rot(angle, 0, 0, 1); const mat4 m = mat4_from_quat(q); const vec3 p = mat4_mul_vec3(m, vec3_make(1, 0, 0), /*w=*/1); TEST_TRUE(vec3_eq(p, vec3_make(cos(angle), sin(angle), 0), eps)); }