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nvidia-rtx-godot / tests / servers / test_triangle2.cpp

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/**************************************************************************/
/*  test_triangle2.cpp                                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "tests/test_macros.h"

TEST_FORCE_LINK(test_triangle2)

#include "modules/modules_enabled.gen.h" // For navigation 2D.

#ifdef MODULE_NAVIGATION_2D_ENABLED

#include "modules/navigation_2d/triangle2.h"

namespace TestTriangle2 {

TEST_SUITE("[Triangle2]") {
	TEST_CASE("[Triangle2] Test get_area") {
		const Vector2 p0(5.0, 5.0);
		const Vector2 p1(6.0, 7.0);
		const Vector2 p2(7.0, 6.0);

		CHECK_EQ(Triangle2(p0, p1, p2).get_area(), doctest::Approx(1.5));
		CHECK_EQ(Triangle2(p0, p2, p1).get_area(), doctest::Approx(1.5));

		CHECK_EQ(Triangle2(p0, p2, p2).get_area(), doctest::Approx(0.0));
		CHECK_EQ(Triangle2(p0, p1, p1).get_area(), doctest::Approx(0.0));
	}

	TEST_CASE("[Triangle2] Test get_closest_point_to") {
		const Vector2 p0(5.0, 5.0);
		const Vector2 p1(6.0, 7.0);
		const Vector2 p2(7.0, 6.0);

		const Vector2 p3(0.0, 0.0);
		const Vector2 p4(6.0, 6.5);

		const Triangle2 t(p0, p1, p2);

		CHECK(t.get_closest_point_to(p0).is_equal_approx(p0));
		CHECK(t.get_closest_point_to(p1).is_equal_approx(p1));
		CHECK(t.get_closest_point_to(p2).is_equal_approx(p2));

		CHECK(t.get_closest_point_to(p3).is_equal_approx(p0));

		CHECK(t.get_closest_point_to(p4).is_equal_approx(p4));
	}
}

} // namespace TestTriangle2

#endif // MODULE_NAVIGATION_2D_ENABLED