3 #include "testing/testing.h"
24 EXPECT_FLOAT_EQ(
result[0], 6.0f);
25 EXPECT_FLOAT_EQ(
result[1], 5.0f);
33 EXPECT_FLOAT_EQ(
result[0], -2.0f);
34 EXPECT_FLOAT_EQ(
result[1], 1.0f);
43 EXPECT_FLOAT_EQ(
result[0], -5.0f);
44 EXPECT_FLOAT_EQ(
result[1], 5.0f);
62 EXPECT_FLOAT_EQ(
result[0], expected[0]);
63 EXPECT_FLOAT_EQ(
result[1], expected[1]);
71 float3x3 transformation = translation * rotation;
73 EXPECT_FLOAT_EQ(
result[0], 3.0f);
74 EXPECT_FLOAT_EQ(
result[1], 4.0f);
82 float3x3 transformation = rotation * translation;
84 EXPECT_FLOAT_EQ(
result[0], -5.0f);
85 EXPECT_FLOAT_EQ(
result[1], 6.0f);
94 EXPECT_FLOAT_EQ(
result[0], 3.0f);
95 EXPECT_FLOAT_EQ(
result[1], 4.0f);
103 transformation *= transformation.
inverted();
105 EXPECT_FLOAT_EQ(
result[0], 1.0f);
106 EXPECT_FLOAT_EQ(
result[1], 2.0f);
115 EXPECT_FLOAT_EQ(
result[0], 0.0f);
116 EXPECT_FLOAT_EQ(
result[1], 3.0f);
EXPECT_EQ(BLI_expr_pylike_eval(expr, nullptr, 0, &result), EXPR_PYLIKE_INVALID)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
TEST(any, DefaultConstructor)
vec_base< float, 2 > float2
static float3x3 from_translation(const float2 translation)
static float3x3 from_rotation(float rotation)
static float3x3 identity()
static float3x3 from_normalized_axes(const float2 translation, const float2 horizontal, const float2 vertical)
static float3x3 from_origin_transformation(const float3x3 &transformation, const float2 origin)
float3x3 inverted() const
static float3x3 from_translation_rotation_scale(const float2 translation, float rotation, const float2 scale)