}
+void BlockTest::testOrientation() {
+ Block block(0, Block::FACE_DOWN, Block::TURN_LEFT);
+ CPPUNIT_ASSERT_EQUAL_MESSAGE(
+ "wrong block face after initialization",
+ block.GetFace(), Block::FACE_DOWN
+ );
+ CPPUNIT_ASSERT_EQUAL_MESSAGE(
+ "wrong block turn after initialization",
+ block.GetTurn(), Block::TURN_LEFT
+ );
+
+ block.SetFace(Block::FACE_BACK);
+ CPPUNIT_ASSERT_EQUAL_MESSAGE(
+ "changing block face has unexpected effect",
+ block.GetFace(), Block::FACE_BACK
+ );
+ CPPUNIT_ASSERT_EQUAL_MESSAGE(
+ "changing block face affected turn",
+ block.GetTurn(), Block::TURN_LEFT
+ );
+
+ block.SetTurn(Block::TURN_AROUND);
+ CPPUNIT_ASSERT_EQUAL_MESSAGE(
+ "changing block turn has unexpected effect",
+ block.GetTurn(), Block::TURN_AROUND
+ );
+ CPPUNIT_ASSERT_EQUAL_MESSAGE(
+ "changing block turn affected face",
+ block.GetFace(), Block::FACE_BACK
+ );
+}
+
void BlockTest::testFaceOpposite() {
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"DOWN not opposite of UP",
void BlockTest::testFaceNormal() {
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"[ 0, 1, 0 ] not normal of UP",
- glm::tvec3<int>(0, 1, 0), Block::FaceNormal(Block::FACE_UP)
+ glm::ivec3(0, 1, 0), Block::FaceNormal(Block::FACE_UP)
);
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"[ 0, -1, 0 ] not normal of DOWN",
- glm::tvec3<int>(0, -1, 0), Block::FaceNormal(Block::FACE_DOWN)
+ glm::ivec3(0, -1, 0), Block::FaceNormal(Block::FACE_DOWN)
);
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"[ 1, 0, 0 ] not normal of RIGHT",
- glm::tvec3<int>(1, 0, 0), Block::FaceNormal(Block::FACE_RIGHT)
+ glm::ivec3(1, 0, 0), Block::FaceNormal(Block::FACE_RIGHT)
);
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"[ -1, 0, 0 ] not normal of LEFT",
- glm::tvec3<int>(-1, 0, 0), Block::FaceNormal(Block::FACE_LEFT)
+ glm::ivec3(-1, 0, 0), Block::FaceNormal(Block::FACE_LEFT)
);
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"[ 0, 0, 1 ] not normal of FRONT",
- glm::tvec3<int>(0, 0, 1), Block::FaceNormal(Block::FACE_FRONT)
+ glm::ivec3(0, 0, 1), Block::FaceNormal(Block::FACE_FRONT)
);
CPPUNIT_ASSERT_EQUAL_MESSAGE(
"[ 0, 0, -1 ] not normal of BACK",
- glm::tvec3<int>(0, 0, -1), Block::FaceNormal(Block::FACE_BACK)
+ glm::ivec3(0, 0, -1), Block::FaceNormal(Block::FACE_BACK)
);
}