diff --git a/include/J3ML/LinearAlgebra/Matrix2x2.h b/include/J3ML/LinearAlgebra/Matrix2x2.h index 7a5b894..2e5e242 100644 --- a/include/J3ML/LinearAlgebra/Matrix2x2.h +++ b/include/J3ML/LinearAlgebra/Matrix2x2.h @@ -12,10 +12,20 @@ namespace LinearAlgebra { static const Matrix2x2 Identity; static const Matrix2x2 NaN; + Matrix2x2() {} + Matrix2x2(float val); + Matrix2x2(float m00, float m01, float m10, float m11); + Matrix2x2(const Vector2& r1, const Vector2& r2); Vector2 GetRow(int index) const; Vector2 GetColumn(int index) const; float At(int x, int y) const; + float Determinant() const; + Matrix2x2 Inverse() const; + Matrix2x2 Transpose() const; + + Vector2 Transform(const Vector2& rhs) const; + Vector2 operator * (const Vector2& rhs) const; Matrix2x2 operator * (const Matrix2x2 &rhs) const; diff --git a/include/J3ML/LinearAlgebra/Matrix3x3.h b/include/J3ML/LinearAlgebra/Matrix3x3.h index 0387389..6bec31e 100644 --- a/include/J3ML/LinearAlgebra/Matrix3x3.h +++ b/include/J3ML/LinearAlgebra/Matrix3x3.h @@ -99,13 +99,9 @@ namespace LinearAlgebra { Matrix3x3 Transpose() const; // Transforms the given vectors by this matrix M, i.e. returns M * (x,y,z) - Vector2 Transform(const Vector2& rhs) const; Vector3 Transform(const Vector3& rhs) const; - - - Vector3 operator[] (float index) const; Vector3 operator * (const Vector3& rhs) const; Matrix3x3 operator * (const Matrix3x3& rhs) const; diff --git a/include/J3ML/LinearAlgebra/Matrix4x4.h b/include/J3ML/LinearAlgebra/Matrix4x4.h index f77cd7d..58d7660 100644 --- a/include/J3ML/LinearAlgebra/Matrix4x4.h +++ b/include/J3ML/LinearAlgebra/Matrix4x4.h @@ -2,8 +2,6 @@ #include - - namespace LinearAlgebra { /// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry. /* This matrix can represent the most generic form of transformations for 3D objects, diff --git a/include/J3ML/LinearAlgebra/Vector3.h b/include/J3ML/LinearAlgebra/Vector3.h index 95a8f4d..46707d9 100644 --- a/include/J3ML/LinearAlgebra/Vector3.h +++ b/include/J3ML/LinearAlgebra/Vector3.h @@ -123,12 +123,9 @@ public: Vector3 operator+() const; // TODO: Implement // Unary - operator (Negation) Vector3 operator-() const; - - public: float x = 0; float y = 0; float z = 0; - }; } \ No newline at end of file diff --git a/tests/LinearAlgebra/Vector3Tests.cpp b/tests/LinearAlgebra/Vector3Tests.cpp index 5718cdf..510117e 100644 --- a/tests/LinearAlgebra/Vector3Tests.cpp +++ b/tests/LinearAlgebra/Vector3Tests.cpp @@ -3,16 +3,23 @@ using Vector3 = LinearAlgebra::Vector3; +void EXPECT_V3_EQ(const Vector3& lhs, const Vector3& rhs) +{ + EXPECT_FLOAT_EQ(lhs.x, rhs.x); + EXPECT_FLOAT_EQ(lhs.y, rhs.y); + EXPECT_FLOAT_EQ(lhs.z, rhs.z); +} + TEST(Vector3Test, V3_Constructor_Default) { - EXPECT_EQ(Vector3(), Vector3::Zero); + EXPECT_V3_EQ(Vector3(), Vector3::Zero); } TEST(Vector3Test, V3_Constructor_XYZ) { Vector3 Input {0, 1, 0}; - EXPECT_EQ(Input, Vector3::Down); + EXPECT_V3_EQ(Input, Vector3::Down); } TEST(Vector3Test, V3_Addition_Op) { @@ -21,7 +28,7 @@ TEST(Vector3Test, V3_Addition_Op) { Vector3 ExpectedResult {3,3,3}; - EXPECT_EQ(A + B, ExpectedResult); + EXPECT_V3_EQ(A + B, ExpectedResult); } TEST(Vector3Test, V3_Addition_Method) { Vector3 A {1,1,1}; @@ -29,7 +36,7 @@ TEST(Vector3Test, V3_Addition_Method) { Vector3 ExpectedResult {3,3,3}; - EXPECT_EQ(A.Add(B), ExpectedResult); + EXPECT_V3_EQ(A.Add(B), ExpectedResult); } TEST(Vector3Test, V3_Addition_Static) { Vector3 A {1,1,1}; @@ -37,7 +44,7 @@ TEST(Vector3Test, V3_Addition_Static) { Vector3 ExpectedResult {4,4,4}; - EXPECT_EQ(Vector3::Add(A, B), ExpectedResult); + EXPECT_V3_EQ(Vector3::Add(A, B), ExpectedResult); } TEST(Vector3Test, V3_Subtract_Op) { Vector3 A {2,2,2}; @@ -45,7 +52,7 @@ TEST(Vector3Test, V3_Subtract_Op) { Vector3 ExpectedResult {1.5f, 1.5f, 1.5f}; - EXPECT_EQ(A - B, ExpectedResult); + EXPECT_V3_EQ(A - B, ExpectedResult); } TEST(Vector3Test, V3_Subtract_Method) { Vector3 A {3,3,3}; @@ -53,7 +60,7 @@ TEST(Vector3Test, V3_Subtract_Method) { Vector3 ExpectedResult {2,2,2}; - EXPECT_EQ(A.Sub(B), ExpectedResult); + EXPECT_V3_EQ(A.Sub(B), ExpectedResult); } TEST(Vector3Test, V3_Subtract_Static) { Vector3 A {4,4,4}; @@ -61,7 +68,7 @@ TEST(Vector3Test, V3_Subtract_Static) { Vector3 ExpectedResult {3,3,3}; - EXPECT_EQ(Vector3::Sub(A, B), ExpectedResult); + EXPECT_V3_EQ(Vector3::Sub(A, B), ExpectedResult); } TEST(Vector3Test, V3_Scalar_Mult_Op) { Vector3 A { 1,1,1}; @@ -69,7 +76,7 @@ TEST(Vector3Test, V3_Scalar_Mult_Op) { Vector3 ExpectedResult {1.5f, 1.5f, 1.5f}; - EXPECT_EQ(A * B, ExpectedResult); + EXPECT_V3_EQ(A * B, ExpectedResult); } TEST(Vector3Test, V3_Scalar_Mult_Method) { Vector3 A {3,3,3}; @@ -77,7 +84,7 @@ TEST(Vector3Test, V3_Scalar_Mult_Method) { Vector3 ExpectedResult {4.5f, 4.5f, 4.5f}; - EXPECT_EQ(A.Mul(B), ExpectedResult); + EXPECT_V3_EQ(A.Mul(B), ExpectedResult); } TEST(Vector3Test, V3_Scalar_Mult_Static) { Vector3 A {2,2,2}; @@ -85,21 +92,21 @@ TEST(Vector3Test, V3_Scalar_Mult_Static) { Vector3 ExpectedResult {3.f, 3.f, 3.f}; - EXPECT_EQ(Vector3::Mul(A, B), ExpectedResult); + EXPECT_V3_EQ(Vector3::Mul(A, B), ExpectedResult); } TEST(Vector3Test, V3_Scalar_Div_Op) { Vector3 A {4,4,4}; float B = 2.f; Vector3 ExpectedResult {2,2,2}; - EXPECT_EQ(A / B, ExpectedResult); + EXPECT_V3_EQ(A / B, ExpectedResult); } TEST(Vector3Test, V3_Scalar_Div_Method) { Vector3 A {6,6,6}; float B = 2.f; Vector3 ExpectedResult { 3,3,3}; - EXPECT_EQ(A.Div(B), ExpectedResult); + EXPECT_V3_EQ(A.Div(B), ExpectedResult); } TEST(Vector3Test, V3_Scalar_Div_Static) { Vector3 A {3,3,3}; @@ -107,7 +114,7 @@ TEST(Vector3Test, V3_Scalar_Div_Static) { Vector3 ExpectedResult { 2.f, 2.f, 2.f}; - EXPECT_EQ(Vector3::Div(A, B), ExpectedResult); + EXPECT_V3_EQ(Vector3::Div(A, B), ExpectedResult); } TEST(Vector3Test, V3_Sizeof) { EXPECT_EQ(sizeof(Vector3), 12); @@ -121,14 +128,14 @@ TEST(Vector3Test, V3_Min) { Vector3 Minimum {3,3,3}; Vector3 ExpectedResult {2,2,2}; - EXPECT_EQ(Input.Min(Minimum), ExpectedResult); + EXPECT_V3_EQ(Input.Min(Minimum), ExpectedResult); } TEST(Vector3Test, V3_Max) { Vector3 Input {2,2,2}; Vector3 Maximum {3,3,3}; Vector3 ExpectedResult {3,3,3}; - EXPECT_EQ(Input.Max(Maximum), ExpectedResult); + EXPECT_V3_EQ(Input.Max(Maximum), ExpectedResult); } TEST(Vector3Test, V3_Clamp) { Vector3 Input {5,-1,8}; @@ -137,7 +144,7 @@ TEST(Vector3Test, V3_Clamp) { Vector3 ExpectedResult {5,1,5}; - EXPECT_EQ(Input.Clamp(Minimum, Maximum), ExpectedResult); + EXPECT_V3_EQ(Input.Clamp(Minimum, Maximum), ExpectedResult); } TEST(Vector3Test, V3_DotProduct) { @@ -155,7 +162,7 @@ TEST(Vector3Test, V3_CrossProduct) { Vector3 ExpectedResult {0,0,0}; - EXPECT_EQ(A.Cross(B), ExpectedResult); + EXPECT_V3_EQ(A.Cross(B), ExpectedResult); } TEST(Vector3Test, V3_Project) { @@ -167,7 +174,7 @@ TEST(Vector3Test, V3_Normalize) { Vector3 Input {2, 0, 0}; Vector3 ExpectedResult {1, 0, 0}; - EXPECT_EQ(Input, ExpectedResult); + EXPECT_V3_EQ(Input.Normalize(), ExpectedResult); } TEST(Vector3Test, V3_Lerp) { @@ -175,13 +182,16 @@ TEST(Vector3Test, V3_Lerp) Vector3 Finish {}; float Percent = 50; Vector3 ExpectedResult {}; - EXPECT_EQ(Start.Lerp(Finish, Percent), ExpectedResult); + EXPECT_V3_EQ(Start.Lerp(Finish, Percent), ExpectedResult); } TEST(Vector3Test, V3_AngleBetween) { Vector3 A{ .5f, .5f, .5f}; Vector3 B {.25f, .75f, .25f}; A = A.Normalize(); B = B.Normalize(); - LinearAlgebra::Angle2D ExpectedResult {0,0}; - EXPECT_EQ(A.AngleBetween(B), ExpectedResult); + LinearAlgebra::Angle2D ExpectedResult {-0.697914, -2.35619}; + std::cout << A.AngleBetween(B).x << ", " << A.AngleBetween(B).y << ""; + auto angle = A.AngleBetween(B); + EXPECT_FLOAT_EQ(angle.x, ExpectedResult.x); + EXPECT_FLOAT_EQ(angle.y, ExpectedResult.y); }