Implementing Vector3 Unit Tests
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@@ -11,7 +11,7 @@ namespace LinearAlgebra {
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// Constructs a new Vector2 with the value (X, Y)
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Vector2(float X, float Y);
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Vector2(const Vector2& rhs); // Copy Constructor
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Vector2(Vector2&&) = default; // Move Constructor
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//Vector2(Vector2&&) = default; // Move Constructor
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static const Vector2 Zero;
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static const Vector2 Up;
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@@ -80,7 +80,7 @@ namespace LinearAlgebra {
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Vector2 Lerp(const Vector2& rhs, float alpha) const;
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// @see Lerp
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static Vector2 Lerp(const Vector2& lhs, const Vector2& rhs, float alpha);
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// Note: Input vectors MUST be normalized first!
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float AngleBetween(const Vector2& rhs) const;
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static float AngleBetween(const Vector2& lhs, const Vector2& rhs);
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@@ -104,12 +104,11 @@ namespace LinearAlgebra {
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Vector2 Div(float scalar) const;
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static Vector2 Div(const Vector2& lhs, float rhs);
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// Unary operator +
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Vector2 operator +() const; // TODO: Implement
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Vector2 operator -() const;
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// Assigns a vector to another
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Vector2& operator=(const Vector2&v);
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Vector2& operator+=(const Vector2& rhs); // Adds a vector to this vector, in-place.
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@@ -36,8 +36,6 @@ public:
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void SetY(float newY);
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void SetZ(float newZ);
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bool IsWithinMarginOfError(const Vector3& rhs, float margin=0.001f) const;
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bool IsNormalized(float epsilonSq = 1e-5f) const;
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bool IsZero(float epsilonSq = 1e-6f) const;
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@@ -68,10 +66,7 @@ public:
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// Returns the length of the vector, which is sqrt(x^2 + y^2 + z^2)
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float Magnitude() const;
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static float Magnitude(const Vector3& of)
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{
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}
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static float Magnitude(const Vector3& of);
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// Returns a float value equal to the magnitudes of the two vectors multiplied together and then multiplied by the cosine of the angle between them.
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// For normalized vectors, dot returns 1 if they point in exactly the same direction,
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