#include "test.h" #include #include // Due to the implementation, derivatives must be divisible by 3 to be exactly // represented. TEST(Bezier, Constant) { CCubicBezier Zero = CCubicBezier::With(0.0f, 0.0f, 0.0f, 0.0f); ASSERT_EQ(Zero.Evaluate(0.0f), 0.0f); ASSERT_EQ(Zero.Evaluate(0.3f), 0.0f); ASSERT_EQ(Zero.Evaluate(1.0f), 0.0f); ASSERT_EQ(Zero.Derivative(0.0f), 0.0f); ASSERT_EQ(Zero.Derivative(0.3f), 0.0f); ASSERT_EQ(Zero.Derivative(1.0f), 0.0f); CCubicBezier Five = CCubicBezier::With(5.0f, 0.0f, 0.0f, 5.0f); ASSERT_EQ(Five.Evaluate(0.0f), 5.0f); ASSERT_EQ(Five.Evaluate(0.3f), 5.0f); ASSERT_EQ(Five.Evaluate(1.0f), 5.0f); ASSERT_EQ(Five.Derivative(0.0f), 0.0f); ASSERT_EQ(Five.Derivative(0.3f), 0.0f); ASSERT_EQ(Five.Derivative(1.0f), 0.0f); } TEST(Bezier, Linear) { CCubicBezier TripleSlope = CCubicBezier::With(4.0f, 3.0f, 3.0f, 7.0f); ASSERT_EQ(TripleSlope.Evaluate(0.0f), 4.0f); ASSERT_EQ(TripleSlope.Evaluate(0.3f), 4.9f); ASSERT_EQ(TripleSlope.Evaluate(1.0f), 7.0f); ASSERT_EQ(TripleSlope.Derivative(0.0f), 3.0f); ASSERT_EQ(TripleSlope.Derivative(0.3f), 3.0f); ASSERT_EQ(TripleSlope.Derivative(1.0f), 3.0f); } TEST(Bezier, Arbitrary) { CCubicBezier Something = CCubicBezier::With(4.9f, 1.5f, -4.5f, 1.0f); ASSERT_EQ(Something.Evaluate(0.0f), 4.9f); ASSERT_EQ(Something.Evaluate(1.0f), 1.0f); ASSERT_EQ(Something.Derivative(0.0f), 1.5f); ASSERT_EQ(Something.Derivative(1.0f), -4.5f); }