diff --git a/src/Avalonia.Visuals/Media/Rotate3DTransform.cs b/src/Avalonia.Visuals/Media/Rotate3DTransform.cs index 4feca7acd8..dbcf749789 100644 --- a/src/Avalonia.Visuals/Media/Rotate3DTransform.cs +++ b/src/Avalonia.Visuals/Media/Rotate3DTransform.cs @@ -70,13 +70,15 @@ public class Rotate3DTransform : Transform /// The origin of the X-Axis /// The origin of the Y-Axis /// The origin of the Z-Axis + /// The depth of the 3D effect public Rotate3DTransform( double angleX, double angleY, double angleZ, double centerX, double centerY, - double centerZ) : this() + double centerZ, + double depth) : this() { _isInitializing = true; AngleX = angleX; @@ -85,6 +87,7 @@ public class Rotate3DTransform : Transform CenterX = centerX; CenterY = centerY; CenterZ = centerZ; + Depth = depth; _isInitializing = false; } diff --git a/tests/Avalonia.Visuals.UnitTests/MatrixTests.cs b/tests/Avalonia.Visuals.UnitTests/MatrixTests.cs new file mode 100644 index 0000000000..cb5e2390c7 --- /dev/null +++ b/tests/Avalonia.Visuals.UnitTests/MatrixTests.cs @@ -0,0 +1,95 @@ +using System; +using System.Numerics; +using System.Runtime.InteropServices; +using Avalonia.Media; +using Xunit; + +namespace Avalonia.Visuals.UnitTests; + +/// +/// These tests use the "official" Matrix4x4 and Matrix3x2 from the System.Numerics namespace, to validate +/// that Avalonias own implementation of a 3x3 Matrix works correctly. +/// +public class MatrixTests +{ + private double ReducePrecision(double input) + { + return Math.Truncate(input * 10000); + } + + /// + /// Because Avalonia is working internally with doubles, but System.Numerics Vector and Matrix implementations + /// only make use of floats, we need to reduce precision, comparing them. It should be sufficient to compare + /// 5 fractional digits to ensure, that the result is correct. + /// + /// The expected vector + /// The actual transformed point + private void AssertCoordinatesEqualWithReducedPrecision(Vector2 expected, Point actual) + { + var expectedX = ReducePrecision(expected.X); + var expectedY = ReducePrecision(expected.Y); + + var actualX = ReducePrecision(actual.X); + var actualY = ReducePrecision(actual.Y); + + Assert.Equal(expectedX, actualX); + Assert.Equal(expectedY, actualY); + } + + [Fact] + public void Transform_Point_Should_Return_Correct_Value_For_Translated_Matrix() + { + var vector2 = Vector2.Transform( + new Vector2(1, 1), + Matrix3x2.CreateTranslation(2, 2)); + var expected = new Point(vector2.X, vector2.Y); + + var matrix = Matrix.CreateTranslation(2, 2); + var point = new Point(1, 1); + var transformedPoint = matrix.Transform(point); + + Assert.Equal(expected, transformedPoint); + } + + [Fact] + public void Transform_Point_Should_Return_Correct_Value_For_Rotated_Matrix() + { + var expected = Vector2.Transform( + new Vector2(0, 10), + Matrix3x2.CreateRotation((float)Matrix.ToRadians(45))); + + var matrix = Matrix.CreateRotation(Matrix.ToRadians(45)); + var point = new Point(0, 10); + var actual = matrix.Transform(point); + + AssertCoordinatesEqualWithReducedPrecision(expected, actual); + } + + [Fact] + public void Transform_Point_Should_Return_Correct_Value_For_Scaled_Matrix() + { + var vector2 = Vector2.Transform( + new Vector2(1, 1), + Matrix3x2.CreateScale(2, 2)); + var expected = new Point(vector2.X, vector2.Y); + var matrix = Matrix.CreateScale(2, 2); + var point = new Point(1, 1); + var actual = matrix.Transform(point); + + Assert.Equal(expected, actual); + } + + [Fact] + public void Transform_Point_Should_Return_Correct_Value_For_Skewed_Matrix() + { + var expected = Vector2.Transform( + new Vector2(1, 1), + Matrix3x2.CreateSkew(30, 20)); + + var matrix = Matrix.CreateSkew(30, 20); + var point = new Point(1, 1); + var actual = matrix.Transform(point); + + AssertCoordinatesEqualWithReducedPrecision(expected, actual); + } +}