diff --git a/tests/core/math/test_transform_3d.h b/tests/core/math/test_transform_3d.h index 551b20fe7449..fba0fcb28060 100644 --- a/tests/core/math/test_transform_3d.h +++ b/tests/core/math/test_transform_3d.h @@ -107,6 +107,35 @@ TEST_CASE("[Transform3D] Finite number checks") { "Transform3D with two components infinite should not be finite."); } +TEST_CASE("[Transform3D] Rotate around global origin") { + // Start with the default orientation, but not centered on the origin. + // Rotating should rotate both our basis and the origin. + Transform3D transform = Transform3D(); + transform.origin = Vector3(0, 0, 1); + + Transform3D expected = Transform3D(); + expected.origin = Vector3(0, 0, -1); + expected.basis[0] = Vector3(-1, 0, 0); + expected.basis[2] = Vector3(0, 0, -1); + + const Transform3D rotated_transform = transform.rotated(Vector3(0, 1, 0), Math_PI); + CHECK_MESSAGE(rotated_transform.is_equal_approx(expected), "The rotated transform should have a new orientation and basis."); +} + +TEST_CASE("[Transform3D] Rotate in-place (local rotation)") { + // Start with the default orientation. + // Local rotation should not change the origin, only the basis. + Transform3D transform = Transform3D(); + transform.origin = Vector3(1, 2, 3); + + Transform3D expected = Transform3D(); + expected.origin = Vector3(1, 2, 3); + expected.basis[0] = Vector3(-1, 0, 0); + expected.basis[2] = Vector3(0, 0, -1); + + const Transform3D rotated_transform = Transform3D(transform.rotated_local(Vector3(0, 1, 0), Math_PI)); + CHECK_MESSAGE(rotated_transform.is_equal_approx(expected), "The rotated transform should have a new orientation but still be based on the same origin."); +} } // namespace TestTransform3D #endif // TEST_TRANSFORM_3D_H