// This file is part of the 64k demo project. // It tests the mathematical utility functions. // Verifies vector operations, matrix transformations, and interpolation. #include "util/mini_math.h" #include #include #include #include // Checks if two floats are approximately equal bool near(float a, float b, float e = 0.001f) { return std::abs(a - b) < e; } // Generic test runner for any vector type (vec2, vec3, vec4) template void test_vector_ops(int n) { T a, b; // Set values for (int i = 0; i < n; ++i) { a[i] = (float)(i + 1); b[i] = 10.0f; } // Add T c = a + b; for (int i = 0; i < n; ++i) assert(near(c[i], (float)(i + 1) + 10.0f)); // Scale T s = a * 2.0f; for (int i = 0; i < n; ++i) assert(near(s[i], (float)(i + 1) * 2.0f)); // Dot Product // vec3(1,2,3) . vec3(1,2,3) = 1+4+9 = 14 float expected_dot = 0; for (int i = 0; i < n; ++i) expected_dot += a[i] * a[i]; assert(near(T::dot(a, a), expected_dot)); // Norm (Length) assert(near(a.norm(), std::sqrt(expected_dot))); // Normalize T n_vec = a.normalize(); assert(near(n_vec.norm(), 1.0f)); // Lerp T l = lerp(a, b, 0.3f); for (int i = 0; i < n; ++i) assert(near(l[i], .7 * (i + 1) + .3 * 10.0f)); } // Specific test for padding alignment in vec3 void test_vec3_special() { std::cout << "Testing vec3 alignment..." << std::endl; // Verify sizeof is 16 bytes (4 floats) due to padding for WebGPU assert(sizeof(vec3) == 16); vec3 v(1, 0, 0); vec3 v2(0, 1, 0); // Cross Product vec3 c = vec3::cross(v, v2); assert(near(c.x, 0) && near(c.y, 0) && near(c.z, 1)); } // Tests quaternion rotation, look_at, and slerp void test_quat() { std::cout << "Testing Quat..." << std::endl; // Rotation (Rodrigues) vec3 v(1, 0, 0); quat q = quat::from_axis({0, 1, 0}, 1.5708f); // 90 deg Y vec3 r = q.rotate(v); assert(near(r.x, 0) && near(r.z, -1)); // Look At // Looking from origin to +X, with +Y as up. // The local forward vector (0,0,-1) should be transformed to (1,0,0) quat l = quat::look_at({0, 0, 0}, {10, 0, 0}, {0, 1, 0}); vec3 f = l.rotate({0, 0, -1}); assert(near(f.x, 1.0f) && near(f.y, 0.0f) && near(f.z, 0.0f)); // Slerp Midpoint quat q1(0, 0, 0, 1); quat q2 = quat::from_axis({0, 1, 0}, 1.5708f); // 90 deg quat mid = slerp(q1, q2, 0.5f); // 45 deg assert(near(mid.y, 0.3826f)); // sin(pi/8) } // Tests WebGPU specific matrices void test_matrices() { std::cout << "Testing Matrices..." << std::endl; float n = 0.1f, f = 100.0f; mat4 p = mat4::perspective(0.785f, 1.0f, n, f); // Check WebGPU Z-range [0, 1] // Z_ndc = (m10 * Z_view + m14) / -Z_view float z_near = (p.m[10] * -n + p.m[14]) / n; float z_far = (p.m[10] * -f + p.m[14]) / f; assert(near(z_near, 0.0f)); assert(near(z_far, 1.0f)); // Test mat4::look_at vec3 eye(0, 0, 5); vec3 target(0, 0, 0); vec3 up(0, 1, 0); mat4 view = mat4::look_at(eye, target, up); // Point (0,0,0) in world should be at (0,0,-5) in view space assert(near(view.m[14], -5.0f)); // Test matrix multiplication mat4 t = mat4::translate({1, 2, 3}); mat4 s = mat4::scale({2, 2, 2}); mat4 ts = t * s; // Scale then Translate (if applied to vector on right: M*v) // v = (1,1,1,1) -> scale(2,2,2) -> (2,2,2,1) -> translate(1,2,3) -> (3,4,5,1) vec4 v(1, 1, 1, 1); vec4 res = ts * v; assert(near(res.x, 3.0f)); assert(near(res.y, 4.0f)); assert(near(res.z, 5.0f)); // Test Rotation // Rotate 90 deg around Z. (1,0,0) -> (0,1,0) mat4 r = mat4::rotate({0, 0, 1}, 1.570796f); vec4 v_rot = r * vec4(1, 0, 0, 1); assert(near(v_rot.x, 0.0f)); assert(near(v_rot.y, 1.0f)); } // Tests easing curves void test_ease() { std::cout << "Testing Easing..." << std::endl; // Boundary tests assert(near(ease::out_cubic(0.0f), 0.0f)); assert(near(ease::out_cubic(1.0f), 1.0f)); assert(near(ease::in_out_quad(0.0f), 0.0f)); assert(near(ease::in_out_quad(1.0f), 1.0f)); // Midpoint/Logic tests assert(ease::out_cubic(0.5f) > 0.5f); // Out curves should exceed linear value early assert( near(ease::in_out_quad(0.5f), 0.5f)); // Symmetric curves hit 0.5 at 0.5 } // Tests spring solver void test_spring() { std::cout << "Testing Spring..." << std::endl; float p = 0, v = 0; // Simulate approx 1 sec with 0.5s smooth time for (int i = 0; i < 60; ++i) spring::solve(p, v, 10.0f, 0.5f, 0.016f); assert(p > 8.5f); // Test vector spring vec3 vp(0, 0, 0), vv(0, 0, 0), vt(10, 0, 0); spring::solve(vp, vv, vt, 0.5f, 0.016f * 60.0f); // 1 huge step approx assert(vp.x > 1.0f); // Should have moved significantly } int main() { std::cout << "Testing vec2..." << std::endl; test_vector_ops(2); std::cout << "Testing vec3..." << std::endl; test_vector_ops(3); test_vec3_special(); std::cout << "Testing vec4..." << std::endl; test_vector_ops(4); test_quat(); test_matrices(); test_ease(); test_spring(); std::cout << "--- ALL TESTS PASSED ---" << std::endl; return 0; }