fix(test_vec): rework all tests

This commit is contained in:
2025-03-21 09:07:58 +01:00
committed by Loïc GUEZO
parent 0d2ebbb741
commit 82984170c6

View File

@@ -5,12 +5,12 @@
#include "math/vector.h"
#include "test_vec.h"
void printVector3(const Vec3* v) {
printf("Vec3: [%f, %f, %f]\n", v->x, v->y, v->z);
void printVector3(const Vec3 v) {
printf("Vec3: [%f, %f, %f]\n", v.x, v.y, v.z);
}
void printVector4(const Vec4* v) {
printf("Vec4: [%f, %f, %f, %f]\n", v->x, v->y, v->z, v->w);
void printVector4(const Vec4 v) {
printf("Vec4: [%f, %f, %f, %f]\n", v.x, v.y, v.z, v.w);
}
// --- Tests Vec3 ---
@@ -18,10 +18,9 @@ void addVector3_test() {
printf("Running addVector3_test...\n");
Vec3 a = {1, 2, 3};
Vec3 b = {4, 5, 6};
Vec3* r = vec3Add(&a, &b);
Vec3 r = vec3Add(a, b);
printVector3(r);
assert(r->x == 5 && r->y == 7 && r->z == 9);
vec3Free(r);
assert(r.x == 5 && r.y == 7 && r.z == 9);
printf("Finished addVector3_test!\n\n");
}
@@ -29,20 +28,18 @@ void subVector3_test() {
printf("Running subVector3_test...\n");
Vec3 a = {5, 6, 7};
Vec3 b = {1, 2, 3};
Vec3* r = vec3Sub(&a, &b);
Vec3 r = vec3Sub(a, b);
printVector3(r);
assert(r->x == 4 && r->y == 4 && r->z == 4);
vec3Free(r);
assert(r.x == 4 && r.y == 4 && r.z == 4);
printf("Finished subVector3_test!\n\n");
}
void scalVector3_test() {
printf("Running scaleVector3_test...\n");
Vec3 a = {1, 2, 3};
Vec3* r = vec3Scale(&a, 2);
Vec3 r = vec3Scale(a, 2);
printVector3(r);
assert(r->x == 2 && r->y == 4 && r->z == 6);
vec3Free(r);
assert(r.x == 2 && r.y == 4 && r.z == 6);
printf("Finished scaleVector3_test!\n\n");
}
@@ -50,7 +47,7 @@ void dotVector3_test() {
printf("Running dotVector3_test...\n");
Vec3 a = {1, 2, 3};
Vec3 b = {4, 5, 6};
float result = vec3Dot(&a, &b);
float result = vec3Dot(a, b);
printf("Dot product: %f\n", result);
assert(result == 32);
printf("Finished dotVector3_test!\n\n");
@@ -59,7 +56,7 @@ void dotVector3_test() {
void lenVector3_test() {
printf("Running lenVector3_test...\n");
Vec3 a = {1, 2, 2};
float result = vec3Len(&a);
float result = vec3Len(a);
printf("Length: %f\n", result);
assert(fabs(result - 3) < 0.0001f);
printf("Finished lenVector3_test!\n\n");
@@ -68,11 +65,10 @@ void lenVector3_test() {
void normVector3_test() {
printf("Running normVector3_test...\n");
Vec3 a = {3, 4, 0};
Vec3* r = vec3Norm(&a);
Vec3 r = vec3Norm(a);
printVector3(r);
assert(fabs(r->x - 0.6f) < 0.0001f);
assert(fabs(r->y - 0.8f) < 0.0001f);
vec3Free(r);
assert(fabs(r.x - 0.6f) < 0.0001f);
assert(fabs(r.y - 0.8f) < 0.0001f);
printf("Finished normVector3_test!\n\n");
}
@@ -80,10 +76,9 @@ void lerpVector3_test() {
printf("Running lerpVector3_test...\n");
Vec3 a = {0, 0, 0};
Vec3 b = {10, 10, 10};
Vec3* r = vec3Lerp(&a, &b, 0.5f);
Vec3 r = vec3Lerp(a, b, 0.5f);
printVector3(r);
assert(r->x == 5 && r->y == 5 && r->z == 5);
vec3Free(r);
assert(r.x == 5 && r.y == 5 && r.z == 5);
printf("Finished lerpVector3_test!\n\n");
}
@@ -91,10 +86,9 @@ void crosVector3_test() {
printf("Running crosVector3_test...\n");
Vec3 a = {1, 0, 0};
Vec3 b = {0, 1, 0};
Vec3* r = vec3Cross(&a, &b);
Vec3 r = vec3Cross(a, b);
printVector3(r);
assert(r->x == 0 && r->y == 0 && r->z == 1);
vec3Free(r);
assert(r.x == 0 && r.y == 0 && r.z == 1);
printf("Finished crosVector3_test!\n\n");
}
@@ -102,7 +96,7 @@ void anglVector3_test() {
printf("Running anglVector3_test...\n");
Vec3 a = {1, 0, 0};
Vec3 b = {0, 1, 0};
float result = vec3Angle(&a, &b);
float result = vec3Angle(a, b);
printf("Angle: %f radians\n", result);
assert(fabs(result - (M_PI / 2)) < 0.0001f);
printf("Finished anglVector3_test!\n\n");
@@ -112,10 +106,9 @@ void projVector3_test() {
printf("Running projVector3_test...\n");
Vec3 a = {3, 4, 0};
Vec3 b = {1, 0, 0};
Vec3* r = vec3Proj(&a, &b);
Vec3 r = vec3Proj(a, b);
printVector3(r);
assert(r->x == 3 && r->y == 0 && r->z == 0);
vec3Free(r);
assert(r.x == 3 && r.y == 0 && r.z == 0);
printf("Finished projVector3_test!\n\n");
}
@@ -123,10 +116,9 @@ void reflVector3_test() {
printf("Running reflVector3_test...\n");
Vec3 v = {1, -1, 0};
Vec3 normal = {0, 1, 0};
Vec3* r = vec3Refl(&v, &normal);
Vec3 r = vec3Refl(v, normal);
printVector3(r);
assert(r->x == 1 && r->y == 1 && r->z == 0);
vec3Free(r);
assert(r.x == 1 && r.y == 1 && r.z == 0);
printf("Finished reflVector3_test!\n\n");
}
@@ -134,7 +126,7 @@ void distVector3_test() {
printf("Running distVector3_test...\n");
Vec3 a = {1, 2, 3};
Vec3 b = {4, 5, 6};
float result = vec3Dist(&a, &b);
float result = vec3Dist(a, b);
printf("Distance: %f\n", result);
assert(fabs(result - 5.1962f) < 0.0001f);
printf("Finished distVector3_test!\n\n");
@@ -146,14 +138,13 @@ void rotaVector3_test() {
Vec3 v = {1.0f, 0.0f, 0.0f};
Vec3 axis = {0.0f, 0.0f, 1.0f};
float angle = M_PI / 2.0f;
Vec3* result = vec3Rotate(&v, &axis, angle);
Vec3 result = vec3Rotate(v, axis, angle);
printVector3(result);
assert(fabs(result->x - 0.0f) < 0.0001f);
assert(fabs(result->y - 1.0f) < 0.0001f);
assert(fabs(result->z - 0.0f) < 0.0001f);
assert(fabs(result.x - 0.0f) < 0.0001f);
assert(fabs(result.y - 1.0f) < 0.0001f);
assert(fabs(result.z - 0.0f) < 0.0001f);
vec3Free(result);
printf("Finished RotateVector3_test!\n\n");
}
@@ -163,10 +154,9 @@ void addVector4_test() {
printf("Running addVector4_test...\n");
Vec4 a = {1, 2, 3, 4};
Vec4 b = {4, 5, 6, 7};
Vec4* r = vec4Add(&a, &b);
Vec4 r = vec4Add(a, b);
printVector4(r);
assert(r->x == 5 && r->y == 7 && r->z == 9 && r->w == 11);
vec4Free(r);
assert(r.x == 5 && r.y == 7 && r.z == 9 && r.w == 11);
printf("Finished addVector4_test!\n\n");
}
@@ -174,20 +164,18 @@ void subVector4_test() {
printf("Running subVector4_test...\n");
Vec4 a = {5, 6, 7, 8};
Vec4 b = {1, 2, 3, 4};
Vec4* r = vec4Sub(&a, &b);
Vec4 r = vec4Sub(a, b);
printVector4(r);
assert(r->x == 4 && r->y == 4 && r->z == 4 && r->w == 4);
vec4Free(r);
assert(r.x == 4 && r.y == 4 && r.z == 4 && r.w == 4);
printf("Finished subVector4_test!\n\n");
}
void scaleVector4_test() {
printf("Running scaleVector4_test...\n");
Vec4 a = {1, 2, 3, 4};
Vec4* r = vec4Scale(&a, 2);
Vec4 r = vec4Scale(a, 2);
printVector4(r);
assert(r->x == 2 && r->y == 4 && r->z == 6 && r->w == 8);
vec4Free(r);
assert(r.x == 2 && r.y == 4 && r.z == 6 && r.w == 8);
printf("Finished scaleVector4_test!\n\n");
}
@@ -195,7 +183,7 @@ void dotVector4_test() {
printf("Running dotVector4_test...\n");
Vec4 a = {1, 2, 3, 4};
Vec4 b = {4, 5, 6, 7};
float result = vec4Dot(&a, &b);
float result = vec4Dot(a, b);
printf("Dot product: %f\n", result);
assert(result == (1 * 4 + 2 * 5 + 3 * 6 + 4 * 7));
printf("Finished dotVector4_test!\n\n");
@@ -204,7 +192,7 @@ void dotVector4_test() {
void lenVector4_test() {
printf("Running lenVector4_test...\n");
Vec4 a = {1, 2, 2, 1};
float result = vec4Len(&a);
float result = vec4Len(a);
printf("Length: %f\n", result);
assert(fabs(result - sqrtf(10)) < 0.0001f);
printf("Finished lenVector4_test!\n\n");
@@ -213,11 +201,10 @@ void lenVector4_test() {
void normVector4_test() {
printf("Running normVector4_test...\n");
Vec4 a = {3, 4, 0, 0};
Vec4* r = vec4Norm(&a);
Vec4 r = vec4Norm(a);
printVector4(r);
assert(fabs(r->x - (3.0f / 5.0f)) < 0.0001f);
assert(fabs(r->y - (4.0f / 5.0f)) < 0.0001f);
vec4Free(r);
assert(fabs(r.x - (3.0f / 5.0f)) < 0.0001f);
assert(fabs(r.y - (4.0f / 5.0f)) < 0.0001f);
printf("Finished normVector4_test!\n\n");
}
@@ -225,10 +212,9 @@ void lerpVector4_test() {
printf("Running lerpVector4_test...\n");
Vec4 a = {0, 0, 0, 0};
Vec4 b = {10, 10, 10, 10};
Vec4* r = vec4Lerp(&a, &b, 0.5f);
Vec4 r = vec4Lerp(a, b, 0.5f);
printVector4(r);
assert(r->x == 5 && r->y == 5 && r->z == 5 && r->w == 5);
vec4Free(r);
assert(r.x == 5 && r.y == 5 && r.z == 5 && r.w == 5);
printf("Finished lerpVector4_test!\n\n");
}
@@ -236,7 +222,7 @@ void distVector4_test() {
printf("Running distVector4_test...\n");
Vec4 a = {1, 2, 3, 4};
Vec4 b = {4, 5, 6, 7};
float result = vec4Dist(&a, &b);
float result = vec4Dist(a, b);
printf("Distance: %f\n", result);
assert(fabs(result - sqrtf(36)) < 0.0001f);
printf("Finished distVector4_test!\n\n");
@@ -246,7 +232,7 @@ void anglVector4_test() {
printf("Running anglVector4_test...\n");
Vec4 a = {1, 0, 0, 0};
Vec4 b = {0, 1, 0, 0};
float result = vec4Angle(&a, &b);
float result = vec4Angle(a, b);
printf("Angle: %f radians\n", result);
assert(fabs(result - (M_PI / 2)) < 0.0001f);
printf("Finished anglVector4_test!\n\n");
@@ -256,10 +242,9 @@ void projVector4_test() {
printf("Running projVector4_test...\n");
Vec4 a = {3, 4, 0, 0};
Vec4 b = {1, 0, 0, 0};
Vec4* r = vec4Proj(&a, &b);
Vec4 r = vec4Proj(a, b);
printVector4(r);
assert(r->x == 3 && r->y == 0 && r->z == 0 && r->w == 0);
vec4Free(r);
assert(r.x == 3 && r.y == 0 && r.z == 0 && r.w == 0);
printf("Finished projVector4_test!\n\n");
}
@@ -267,9 +252,8 @@ void reflVector4_test() {
printf("Running reflVector4_test...\n");
Vec4 v = {1, -1, 0, 0};
Vec4 normal = {0, 1, 0, 0};
Vec4* r = vec4Refl(&v, &normal);
Vec4 r = vec4Refl(v, normal);
printVector4(r);
assert(r->x == 1 && r->y == 1 && r->z == 0 && r->w == 0);
vec4Free(r);
assert(r.x == 1 && r.y == 1 && r.z == 0 && r.w == 0);
printf("Finished reflVector4_test!\n\n");
}