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/*
Copyright 2018 Google Inc. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS-IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#include "base/spherical_angle.h"
#include "third_party/googletest/googletest/include/gtest/gtest.h"
#include "base/constants_and_types.h"
namespace vraudio {
namespace {
// Spherical angle to be used in the rotation tests.
const float kAzimuth = 0.0f;
const float kElevation = 0.0f;
const SphericalAngle kSphericalAngle(0.0f, 0.0f);
// Arbitrary rotation angle to be used in the rotation tests.
const float kRotationAngle = 10.0f * kRadiansFromDegrees;
// Tests that the GetWorldPositionOnUnitSphere() and FromWorldPosition()
// functions act as perfect inverses of one another for angles defined on the
// unit sphere (in this case the vraudio cube speaker layout).
TEST(SphericalAngleTest, CartesianToSphericalAndBackTest) {
// Azimuth and elevation angles of the cubic spherical loudspeaker array.
const std::vector<SphericalAngle> kCubeAngles = {
SphericalAngle::FromDegrees(45.0f, 35.26f),
SphericalAngle::FromDegrees(-45.0f, 35.26f),
SphericalAngle::FromDegrees(-135.0f, 35.26f),
SphericalAngle::FromDegrees(135.0f, 35.26f),
SphericalAngle::FromDegrees(45.0f, -35.26f),
SphericalAngle::FromDegrees(-45.0f, -35.26f),
SphericalAngle::FromDegrees(-135.0f, -35.26f),
SphericalAngle::FromDegrees(135.0f, -35.26f)};
for (size_t i = 0; i < kCubeAngles.size(); ++i) {
const WorldPosition position =
kCubeAngles[i].GetWorldPositionOnUnitSphere();
const SphericalAngle angle = SphericalAngle::FromWorldPosition(position);
EXPECT_EQ(kCubeAngles[i].azimuth(), angle.azimuth());
EXPECT_EQ(kCubeAngles[i].elevation(), angle.elevation());
}
}
// Tests the horizontal angle flip across the median plane.
TEST(SphericalAngleTest, FlipTest) {
const std::vector<SphericalAngle> kTestAngles = {
SphericalAngle::FromDegrees(45.0f, 35.26f),
SphericalAngle::FromDegrees(-15.0f, -10.0f)};
for (size_t i = 0; i < kTestAngles.size(); ++i) {
SphericalAngle flipped_spherical_angle = kTestAngles[i].FlipAzimuth();
// Check if the flipped spherical anglee is correct.
EXPECT_NEAR(kTestAngles[i].azimuth(), -flipped_spherical_angle.azimuth(),
kEpsilonFloat);
EXPECT_NEAR((kTestAngles[i].elevation()),
flipped_spherical_angle.elevation(), kEpsilonFloat);
}
}
// Tests that the Rotate() function correctly rotates the spherical angle
// against the x axis (right facing).
TEST(SphericalAngleTest, RotateXTest) {
const WorldPosition kAxis = {1.0f, 0.0f, 0.0f};
const WorldRotation kRotation(AngleAxisf(kRotationAngle, kAxis));
// Rotate against the x axis (right facing).
const SphericalAngle kXrotatedSphericalAngle =
kSphericalAngle.Rotate(kRotation);
// Check if the rotated spherical angle is correct.
EXPECT_NEAR(kAzimuth, kXrotatedSphericalAngle.azimuth(), kEpsilonFloat);
EXPECT_NEAR((kElevation + kRotationAngle),
kXrotatedSphericalAngle.elevation(), kEpsilonFloat);
}
// Tests that the Rotate() function correctly rotates the spherical angle
// against the y axis (upward facing).
TEST(SphericalAngleTest, RotateYTest) {
const WorldPosition kAxis(0.0f, 1.0f, 0.0f);
const WorldRotation kRotation(AngleAxisf(kRotationAngle, kAxis));
// Rotate against the y axis (upward facing).
const SphericalAngle kYrotatedSphericalAngle =
kSphericalAngle.Rotate(kRotation);
// Check if the rotated spherical angle is correct.
EXPECT_NEAR((kAzimuth + kRotationAngle), kYrotatedSphericalAngle.azimuth(),
kEpsilonFloat);
EXPECT_NEAR(kElevation, kYrotatedSphericalAngle.elevation(), kEpsilonFloat);
}
// Tests that the Rotate() function correctly rotates the spherical angle
// against the Z axis (forward facing).
TEST(SphericalAngleTest, RotateZTest) {
const WorldPosition kAxis = {0.0f, 0.0f, 1.0f};
const WorldRotation kRotation(AngleAxisf(kRotationAngle, kAxis));
// Rotate against the z axis (forward facing).
const SphericalAngle kZrotatedSphericalAngle =
kSphericalAngle.Rotate(kRotation);
// Check if the rotated spherical angle is correct.
EXPECT_NEAR(kAzimuth, kZrotatedSphericalAngle.azimuth(), kEpsilonFloat);
EXPECT_NEAR(kElevation, kZrotatedSphericalAngle.elevation(), kEpsilonFloat);
}
} // namespace
} // namespace vraudio
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