using System; using System.Numerics; using System.Runtime.InteropServices; using Avalonia.Media; using Avalonia.Rendering.Composition.Server; using Avalonia.Utilities; 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 CompositionMatrix works correctly. /// public class CompositionMatrixTests { /// /// Because Avalonia is working internally with doubles, but System.Numerics Vector and CompositionMatrix 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 static void AssertCoordinatesEqualWithReducedPrecision(Vector2 expected, Point actual) { double ReducePrecision(double input) => Math.Truncate(input * 10000); 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 = CompositionMatrix.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 = CompositionMatrix.FromMatrix(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_Rotate_Matrix_With_Center_Point() { var expected = Vector2.Transform( new Vector2(0, 10), Matrix3x2.CreateRotation((float)Matrix.ToRadians(30), new Vector2(3, 5))); var matrix = CompositionMatrix.FromMatrix(Matrix.CreateRotation(Matrix.ToRadians(30), new Point(3, 5))); 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 = CompositionMatrix.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 = CompositionMatrix.FromMatrix(Matrix.CreateSkew(30, 20)); var point = new Point(1, 1); var actual = matrix.Transform(point); AssertCoordinatesEqualWithReducedPrecision(expected, actual); } [Fact] public void Singular_Has_No_Inverse() { var matrix = CompositionMatrix.FromMatrix(new Matrix(0, 0, 0, 0, 0, 0)); Assert.False(matrix.HasInverse); } [Fact] public void Identity_Has_Inverse() { var matrix = CompositionMatrix.Identity; Assert.True(matrix.HasInverse); } [Fact] public void Invert_Should_Work() { var matrix = new CompositionMatrix(1, 2, 3, 0, 1, 4, 5, 6, 0); var inverted = matrix.Invert(); Assert.Equal(matrix * inverted, CompositionMatrix.Identity); Assert.Equal(inverted * matrix, CompositionMatrix.Identity); } }