#include #include #include "test.h" #include static const float eps = 1e-7; 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(vec3_slerp_acute_angle) { const R angle1 = 0; const R angle2 = PI / 4; const R t = 0.5; const vec3 a = vec3_make(cos(angle1), sin(angle1), 0); const vec3 b = vec3_make(cos(angle2), sin(angle2), 0); const vec3 result = vec3_slerp(a, b, t); 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(vec3_slerp_obtuse_angle) { const R angle1 = 0; const R angle2 = 3 * PI / 4; const R t = 0.5; const vec3 a = vec3_make(cos(angle1), sin(angle1), 0); const vec3 b = vec3_make(cos(angle2), sin(angle2), 0); const vec3 result = vec3_slerp(a, b, t); 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(vec3_slerp_reflex_angle) { const R angle1 = 0; const R angle2 = 5 * PI / 4; const R t = 0.5; const vec3 a = vec3_make(cos(angle1), sin(angle1), 0); const vec3 b = vec3_make(cos(angle2), sin(angle2), 0); const vec3 result = vec3_slerp(a, b, t); // slerp goes from a to b following the shortest path, which is down from a // towards b. The resulting angle is therefore +PI of the angle we get from // lerping the two input angles. const R angle3 = lerp(angle1, angle2, t) + PI; const vec3 expected = vec3_make(cos(angle3), sin(angle3), 0.0); TEST_TRUE(vec3_eq(result, expected, 1e-5)); }