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vector_tests.cpp
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#include <gtest/gtest.h>
#include <cmath>
#include <sstream>
#include <iomanip>
#include "vector3d.hpp"
// Создание вектора
TEST(Vector3d, Create)
{
vector3d zero;
ASSERT_FLOAT_EQ(zero.x, 0);
ASSERT_FLOAT_EQ(zero.y, 0);
ASSERT_FLOAT_EQ(zero.z, 0);
vector3d v = {1, 2, 3};
ASSERT_FLOAT_EQ(v.x, 1);
ASSERT_FLOAT_EQ(v.y, 2);
ASSERT_FLOAT_EQ(v.z, 3);
}
// Сложение двух векторов
TEST(Vector3d, Add)
{
vector3d v1 = {1, 2, 3};
vector3d v2 = {3, 2, 1};
vector3d v = v1 + v2;
ASSERT_FLOAT_EQ(v.x, 4);
ASSERT_FLOAT_EQ(v.y, 4);
ASSERT_FLOAT_EQ(v.z, 4);
}
// Вычитание двух векторов
TEST(Vector3d, Subtract)
{
vector3d v1 = {1, 2, 3};
vector3d v2 = {3, 2, 1};
vector3d v = v1 - v2;
ASSERT_FLOAT_EQ(v.x, -2);
ASSERT_FLOAT_EQ(v.y, 0);
ASSERT_FLOAT_EQ(v.z, 2);
}
// Проверка равенства двух векторов
TEST(Vector3d, Equal)
{
vector3d v1 = {0, 1, 0};
vector3d v2 = {0, 1, 0};
ASSERT_TRUE(v1 == v2);
v1.x = -1;
ASSERT_FALSE(v1 == v2);
}
// Проверка неравенства двух векторов
TEST(Vector3d, NotEqual)
{
vector3d v1 = {0, 1, 0};
vector3d v2 = {0, 1, 0};
ASSERT_FALSE(v1 != v2);
v1.x = -1;
ASSERT_TRUE(v1 != v2);
}
// Скалярное произведение двух векторов
TEST(Vector3d, DotProduct)
{
vector3d v1 = {1, 2, 3};
vector3d v2 = {3, 2, 1};
ASSERT_FLOAT_EQ(v1 * v2, 10);
ASSERT_FLOAT_EQ(v1 * v1, v1.length()*v1.length());
}
// Умножение вектора на число
TEST(Vector3d, Multiply)
{
vector3d v1 = {1, 2, 3};
vector3d v2 = {3, 6, 9};
ASSERT_EQ(v2, 3*v1);
ASSERT_EQ(v2, v1*3);
ASSERT_EQ(-v1, -1*v1);
}
// Вычисление длины вектора
TEST(Vector3d, Length)
{
vector3d v1 = {0, 0, 2};
vector3d v2 = {0, -3, 0};
vector3d v3 = {7, -0, 0};
ASSERT_FLOAT_EQ(v1.length(), 2);
ASSERT_FLOAT_EQ(v2.length(), 3);
ASSERT_FLOAT_EQ(v3.length(), 7);
ASSERT_FLOAT_EQ((vector3d::X + vector3d::Y + vector3d::Z).length(), std::sqrt(3));
}
// Нормирование вектора
TEST(Vector3d, Normalize)
{
vector3d v1 = {0, 0, 2};
vector3d v2 = {0, -3, 0};
vector3d v3 = {7, -0, 0};
vector3d v4 = {1, 2, 3};
v1.normalize();
ASSERT_EQ(v1, vector3d::Z);
v2.normalize();
ASSERT_EQ(v2, -vector3d::Y);
v3.normalize();
ASSERT_EQ(v3, vector3d::X);
v4.normalize();
ASSERT_EQ(v4, vector3d(1/std::sqrt(14), 2/std::sqrt(14), 3/std::sqrt(14)));
}
// Векторное произведение двух векторов
TEST(Vector3d, CrossProduct)
{
ASSERT_EQ(vector3d::X ^ vector3d::Y, vector3d::Z);
ASSERT_EQ(vector3d::Y ^ vector3d::Z, vector3d::X);
ASSERT_EQ(vector3d::Z ^ vector3d::X, vector3d::Y);
ASSERT_EQ(vector3d::Y ^ vector3d::X, -vector3d::Z);
ASSERT_EQ(vector3d::Z ^ vector3d::Y, -vector3d::X);
ASSERT_EQ(vector3d::X ^ vector3d::Z, -vector3d::Y);
ASSERT_EQ(vector3d::X ^ vector3d::X, vector3d::ZERO);
ASSERT_EQ(vector3d::Y ^ vector3d::Y, vector3d::ZERO);
ASSERT_EQ(vector3d::Z ^ vector3d::Z, vector3d::ZERO);
}
// Перегрузка оператора << для вывода
// Вектор должен выводиться в виде {X, Y, Z}
TEST(Vector3d, Output)
{
vector3d v = {1.1, 2.2, 3.3};
std::ostringstream out;
out << std::setprecision(2) << v;
ASSERT_EQ(out.str(), "{1.1, 2.2, 3.3}");
out.str("");
out << v << " ! " << v;
ASSERT_EQ(out.str(), "{1.1, 2.2, 3.3} ! {1.1, 2.2, 3.3}");
}
int main(int argc, char* argv[]) {
testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}