#include #include #include #include // check if two vector3f are equal #define EXPECT_VECTOR3F_EQ(v1, v2) \ do { \ EXPECT_FLOAT_EQ(v1[0], v2[0]); \ EXPECT_FLOAT_EQ(v1[1], v2[1]); \ EXPECT_FLOAT_EQ(v1[2], v2[2]); \ } while (false); TEST(Lines3dTests, ClosestDistBetweenLinePoint) { // check if the 2-d and 3-d variant of this method is same if the third-dimension is zero float dist_3d = Vector3f::closest_distance_between_line_and_point(Vector3f{0.0f, 1.0f, 0.0f}, Vector3f{0.0f, 10.0f, 0.0f}, Vector3f{6.0f, 5.0f, 0.0f}); float dist_2d = Vector2f::closest_distance_between_line_and_point(Vector2f{0.0f, 1.0f}, Vector2f{0.0f, 10.0f}, Vector2f{6.0f, 5.0f}); EXPECT_FLOAT_EQ(dist_2d, dist_3d); // random point test const Vector3f intersection = Vector3f::point_on_line_closest_to_other_point(Vector3f{}, Vector3f{0.0f, 10.0f, 10.0f}, Vector3f{0.0f, 5.0f, 5.0f}); EXPECT_VECTOR3F_EQ((Vector3f{0.0f, 5.0f, 5.0f}), intersection); } TEST(Lines3dTests, SegmentToSegmentDistance) { // random segments test Vector3f intersection; float dist = Vector3f::segment_to_segment_dist(Vector3f{-10.0f,0.0f,0.0f}, Vector3f{10.0f,0.0f,0.0f}, Vector3f{0.0f, -5.0f, 1.0}, Vector3f{0.0f, 5.0f, 1.0f}, intersection); EXPECT_FLOAT_EQ(dist, 1.0f); EXPECT_VECTOR3F_EQ(intersection, (Vector3f{0.0f, 0.0f, 1.0f})); // check for intersecting segments. Verify with the 2-d variant dist = Vector3f::segment_to_segment_dist(Vector3f{}, Vector3f{10.0f,10.0f,0.0f}, Vector3f{2.0f, -10.0f, 0.0}, Vector3f{3.0f, 10.0f, 0.0f}, intersection); Vector2f intersection_2d; const bool result = Vector2f::segment_intersection(Vector2f{}, Vector2f{10.0f,10.0}, Vector2f{2.0f, -10.0f}, Vector2f{3.0f, 10.0f}, intersection_2d); EXPECT_EQ(true, result); EXPECT_FLOAT_EQ(dist, 0.0f); EXPECT_VECTOR3F_EQ(intersection, (Vector3f(intersection_2d.x, intersection_2d.y, 0.0f))); } AP_GTEST_MAIN() int hal = 0; //weirdly the build will fail without this