qt5base-lts/tests/auto/qgraphicstransform/tst_qgraphicstransform.cpp
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Branched from the monolithic repo, Qt master branch, at commit
896db169ea224deb96c59ce8af800d019de63f12
2011-04-27 12:05:43 +02:00

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/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** This file is part of the test suite of the Qt Toolkit.
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#include <QtTest/QtTest>
#include <qgraphicsitem.h>
#include <qgraphicstransform.h>
#include "../../shared/util.h"
class tst_QGraphicsTransform : public QObject {
Q_OBJECT
public slots:
void initTestCase();
void cleanupTestCase();
void init();
void cleanup();
private slots:
void scale();
void rotation();
void rotation3d_data();
void rotation3d();
void rotation3dArbitraryAxis_data();
void rotation3dArbitraryAxis();
};
// This will be called before the first test function is executed.
// It is only called once.
void tst_QGraphicsTransform::initTestCase()
{
}
// This will be called after the last test function is executed.
// It is only called once.
void tst_QGraphicsTransform::cleanupTestCase()
{
}
// This will be called before each test function is executed.
void tst_QGraphicsTransform::init()
{
}
// This will be called after every test function.
void tst_QGraphicsTransform::cleanup()
{
}
static QTransform transform2D(const QGraphicsTransform& t)
{
QMatrix4x4 m;
t.applyTo(&m);
return m.toTransform();
}
void tst_QGraphicsTransform::scale()
{
QGraphicsScale scale;
// check initial conditions
QCOMPARE(scale.xScale(), qreal(1));
QCOMPARE(scale.yScale(), qreal(1));
QCOMPARE(scale.zScale(), qreal(1));
QCOMPARE(scale.origin(), QVector3D(0, 0, 0));
scale.setOrigin(QVector3D(10, 10, 0));
QCOMPARE(scale.xScale(), qreal(1));
QCOMPARE(scale.yScale(), qreal(1));
QCOMPARE(scale.zScale(), qreal(1));
QCOMPARE(scale.origin(), QVector3D(10, 10, 0));
QMatrix4x4 t;
scale.applyTo(&t);
QCOMPARE(t, QMatrix4x4());
QCOMPARE(transform2D(scale), QTransform());
scale.setXScale(10);
scale.setOrigin(QVector3D(0, 0, 0));
QCOMPARE(scale.xScale(), qreal(10));
QCOMPARE(scale.yScale(), qreal(1));
QCOMPARE(scale.zScale(), qreal(1));
QCOMPARE(scale.origin(), QVector3D(0, 0, 0));
QTransform res;
res.scale(10, 1);
QCOMPARE(transform2D(scale), res);
QCOMPARE(transform2D(scale).map(QPointF(10, 10)), QPointF(100, 10));
scale.setOrigin(QVector3D(10, 10, 0));
QCOMPARE(transform2D(scale).map(QPointF(10, 10)), QPointF(10, 10));
QCOMPARE(transform2D(scale).map(QPointF(11, 10)), QPointF(20, 10));
scale.setYScale(2);
scale.setZScale(4.5);
scale.setOrigin(QVector3D(1, 2, 3));
QCOMPARE(scale.xScale(), qreal(10));
QCOMPARE(scale.yScale(), qreal(2));
QCOMPARE(scale.zScale(), qreal(4.5));
QCOMPARE(scale.origin(), QVector3D(1, 2, 3));
QMatrix4x4 t2;
scale.applyTo(&t2);
QCOMPARE(t2.map(QVector3D(4, 5, 6)), QVector3D(31, 8, 16.5));
// Because the origin has a non-zero z, mapping (4, 5) in 2D
// will introduce a projective component into the result.
QTransform t3 = t2.toTransform();
QCOMPARE(t3.map(QPointF(4, 5)), QPointF(31 / t3.m33(), 8 / t3.m33()));
}
// QMatrix4x4 uses float internally, whereas QTransform uses qreal.
// This can lead to issues with qFuzzyCompare() where it uses double
// precision to compare values that have no more than float precision
// after conversion from QMatrix4x4 to QTransform. The following
// definitions correct for the difference.
static inline bool fuzzyCompare(qreal p1, qreal p2)
{
// increase delta on small machines using float instead of double
if (sizeof(qreal) == sizeof(float))
return (qAbs(p1 - p2) <= 0.00003f * qMin(qAbs(p1), qAbs(p2)));
else
return (qAbs(p1 - p2) <= 0.00001f * qMin(qAbs(p1), qAbs(p2)));
}
static bool fuzzyCompare(const QTransform& t1, const QTransform& t2)
{
return fuzzyCompare(t1.m11(), t2.m11()) &&
fuzzyCompare(t1.m12(), t2.m12()) &&
fuzzyCompare(t1.m13(), t2.m13()) &&
fuzzyCompare(t1.m21(), t2.m21()) &&
fuzzyCompare(t1.m22(), t2.m22()) &&
fuzzyCompare(t1.m23(), t2.m23()) &&
fuzzyCompare(t1.m31(), t2.m31()) &&
fuzzyCompare(t1.m32(), t2.m32()) &&
fuzzyCompare(t1.m33(), t2.m33());
}
static inline bool fuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2)
{
bool ok = true;
for (int y = 0; y < 4; ++y)
for (int x = 0; x < 4; ++x)
ok &= fuzzyCompare(m1(y, x), m2(y, x));
return ok;
}
void tst_QGraphicsTransform::rotation()
{
QGraphicsRotation rotation;
QCOMPARE(rotation.axis(), QVector3D(0, 0, 1));
QCOMPARE(rotation.origin(), QVector3D(0, 0, 0));
QCOMPARE(rotation.angle(), (qreal)0);
rotation.setOrigin(QVector3D(10, 10, 0));
QCOMPARE(rotation.axis(), QVector3D(0, 0, 1));
QCOMPARE(rotation.origin(), QVector3D(10, 10, 0));
QCOMPARE(rotation.angle(), (qreal)0);
QMatrix4x4 t;
rotation.applyTo(&t);
QCOMPARE(t, QMatrix4x4());
QCOMPARE(transform2D(rotation), QTransform());
rotation.setAngle(40);
rotation.setOrigin(QVector3D(0, 0, 0));
QCOMPARE(rotation.axis(), QVector3D(0, 0, 1));
QCOMPARE(rotation.origin(), QVector3D(0, 0, 0));
QCOMPARE(rotation.angle(), (qreal)40);
QTransform res;
res.rotate(40);
QVERIFY(fuzzyCompare(transform2D(rotation), res));
rotation.setOrigin(QVector3D(10, 10, 0));
rotation.setAngle(90);
QCOMPARE(transform2D(rotation).map(QPointF(10, 10)), QPointF(10, 10));
QCOMPARE(transform2D(rotation).map(QPointF(20, 10)), QPointF(10, 20));
rotation.setOrigin(QVector3D(0, 0, 0));
rotation.setAngle(qQNaN());
QCOMPARE(transform2D(rotation).map(QPointF(20, 10)), QPointF(20, 10));
}
Q_DECLARE_METATYPE(Qt::Axis);
void tst_QGraphicsTransform::rotation3d_data()
{
QTest::addColumn<Qt::Axis>("axis");
QTest::addColumn<qreal>("angle");
for (int angle = 0; angle <= 360; angle++) {
QTest::newRow("test rotation on X") << Qt::XAxis << qreal(angle);
QTest::newRow("test rotation on Y") << Qt::YAxis << qreal(angle);
QTest::newRow("test rotation on Z") << Qt::ZAxis << qreal(angle);
}
}
void tst_QGraphicsTransform::rotation3d()
{
QFETCH(Qt::Axis, axis);
QFETCH(qreal, angle);
QGraphicsRotation rotation;
rotation.setAxis(axis);
QMatrix4x4 t;
rotation.applyTo(&t);
QVERIFY(t.isIdentity());
QVERIFY(transform2D(rotation).isIdentity());
rotation.setAngle(angle);
// QGraphicsRotation uses a correct mathematical rotation in 3D.
// QTransform's Qt::YAxis rotation is inverted from the mathematical
// version of rotation. We correct for that here.
QTransform expected;
if (axis == Qt::YAxis && angle != 180.)
expected.rotate(-angle, axis);
else
expected.rotate(angle, axis);
QVERIFY(fuzzyCompare(transform2D(rotation), expected));
// Check that "rotation" produces the 4x4 form of the 3x3 matrix.
// i.e. third row and column are 0 0 1 0.
t.setToIdentity();
rotation.applyTo(&t);
QMatrix4x4 r(expected);
if (sizeof(qreal) == sizeof(float) && angle == 268) {
// This test fails, on only this angle, when qreal == float
// because the deg2rad value in QTransform is not accurate
// enough to match what QMatrix4x4 is doing.
} else {
QVERIFY(fuzzyCompare(t, r));
}
//now let's check that a null vector will not change the transform
rotation.setAxis(QVector3D(0, 0, 0));
rotation.setOrigin(QVector3D(10, 10, 0));
t.setToIdentity();
rotation.applyTo(&t);
QVERIFY(t.isIdentity());
QVERIFY(transform2D(rotation).isIdentity());
rotation.setAngle(angle);
QVERIFY(t.isIdentity());
QVERIFY(transform2D(rotation).isIdentity());
rotation.setOrigin(QVector3D(0, 0, 0));
QVERIFY(t.isIdentity());
QVERIFY(transform2D(rotation).isIdentity());
}
void tst_QGraphicsTransform::rotation3dArbitraryAxis_data()
{
QTest::addColumn<QVector3D>("axis");
QTest::addColumn<qreal>("angle");
QVector3D axis1 = QVector3D(1.0f, 1.0f, 1.0f);
QVector3D axis2 = QVector3D(2.0f, -3.0f, 0.5f);
QVector3D axis3 = QVector3D(-2.0f, 0.0f, -0.5f);
QVector3D axis4 = QVector3D(0.0001f, 0.0001f, 0.0001f);
QVector3D axis5 = QVector3D(0.01f, 0.01f, 0.01f);
for (int angle = 0; angle <= 360; angle++) {
QTest::newRow("test rotation on (1, 1, 1)") << axis1 << qreal(angle);
QTest::newRow("test rotation on (2, -3, .5)") << axis2 << qreal(angle);
QTest::newRow("test rotation on (-2, 0, -.5)") << axis3 << qreal(angle);
QTest::newRow("test rotation on (.0001, .0001, .0001)") << axis4 << qreal(angle);
QTest::newRow("test rotation on (.01, .01, .01)") << axis5 << qreal(angle);
}
}
void tst_QGraphicsTransform::rotation3dArbitraryAxis()
{
QFETCH(QVector3D, axis);
QFETCH(qreal, angle);
QGraphicsRotation rotation;
rotation.setAxis(axis);
QMatrix4x4 t;
rotation.applyTo(&t);
QVERIFY(t.isIdentity());
QVERIFY(transform2D(rotation).isIdentity());
rotation.setAngle(angle);
// Compute the expected answer using QMatrix4x4 and a projection.
// These two steps are performed in one hit by QGraphicsRotation.
QMatrix4x4 exp;
exp.rotate(angle, axis);
QTransform expected = exp.toTransform(1024.0f);
QVERIFY(fuzzyCompare(transform2D(rotation), expected));
// Check that "rotation" produces the 4x4 form of the 3x3 matrix.
// i.e. third row and column are 0 0 1 0.
t.setToIdentity();
rotation.applyTo(&t);
QMatrix4x4 r(expected);
QVERIFY(qFuzzyCompare(t, r));
}
QTEST_MAIN(tst_QGraphicsTransform)
#include "tst_qgraphicstransform.moc"