Add AxisAngle members and fill out more unit tests.
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This commit is contained in:
2025-03-03 23:33:03 -05:00
parent b161250052
commit 51d51a9cc7
14 changed files with 172 additions and 123 deletions

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@@ -15,7 +15,6 @@
#include "J3ML/LinearAlgebra/Vector4.hpp"
#include "J3ML/LinearAlgebra/Quaternion.hpp"
#include "J3ML/LinearAlgebra/AxisAngle.hpp"
#include "J3ML/LinearAlgebra/EulerAngle.hpp"
#include "J3ML/LinearAlgebra/Matrix2x2.hpp"
#include "J3ML/LinearAlgebra/Matrix3x3.hpp"
#include "J3ML/LinearAlgebra/Matrix4x4.hpp"

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@@ -7,8 +7,7 @@ namespace J3ML::LinearAlgebra {
class AxisAngle;
}
/// Transitional datatype, not useful for internal representation of rotation
/// But has uses for conversion and manipulation.
class J3ML::LinearAlgebra::AxisAngle {
public:
Vector3 axis;
@@ -17,10 +16,39 @@ public:
public:
AxisAngle();
explicit AxisAngle(const Quaternion& q);
explicit AxisAngle(const EulerAngleXYZ& e);
/// This constructor derives the Quaternion equivalent of the given matrix, and converts that to AxisAngle representation.
explicit AxisAngle(const Matrix3x3& m);
AxisAngle(const Vector3& axis, float angle);
[[nodiscard]] Quaternion ToQuaternion() const;
Matrix3x3 ToMatrix3x3() const;
Vector3 Axis() const;
float Angle() const;
/// Normalize this rotation in-place.
void Normalize();
/// Return a normalized copy of this rotation.
[[nodiscard]] AxisAngle Normalized() const;
/// Checks if the rotation is an identity rotation (angle is 0).
bool IsIdentity();
/// Inverts this rotation in-place.
void Inverse();
/// Returns an inverted copy of this rotation.
AxisAngle Inverted() const;
/// Performs a direct Linear Interpolation on the members of the inputs.
AxisAngle Lerp(const AxisAngle& rhs, float t);
/// Performs a Spherical Linear Interpolation by converting the inputs to Quaternions.
AxisAngle Slerp(const AxisAngle& rhs, float t);
bool Equals(const AxisAngle& rhs, float epsilon = 1e-3f);
bool operator == (const AxisAngle& rhs);
};

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@@ -8,7 +8,6 @@ namespace J3ML::LinearAlgebra
class Vector3; // A type representing a position in a 3-dimensional coordinate space.
class Vector4; // A type representing a position in a 4-dimensional coordinate space.
class Angle2D; // Uses x,y components to represent a 2D rotation.
class EulerAngleXYZ; // Uses pitch,yaw,roll components to represent a 3D orientation.
class AxisAngle; //
class CoordinateFrame; //
class Matrix2x2;

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@@ -5,7 +5,6 @@
#include <J3ML/LinearAlgebra/Vector2.hpp>
#include <J3ML/LinearAlgebra/Vector3.hpp>
#include <J3ML/LinearAlgebra/Quaternion.hpp>
#include <J3ML/LinearAlgebra/EulerAngle.hpp>
#include <J3ML/Algorithm/RNG.hpp>
using namespace J3ML::Algorithm;
@@ -63,9 +62,6 @@ namespace J3ML::LinearAlgebra {
/// Constructs this matrix3x3 from the given quaternion.
explicit Matrix3x3(const Quaternion& orientation);
//explicit Matrix3x3(const EulerAngleXYZ& orientation);
explicit Matrix3x3(const EulerAngleXYZ& orientation) : Matrix3x3(Quaternion(orientation)) {};
//explicit Matrix3x3(const AxisAngle& orientation);
explicit Matrix3x3(const AxisAngle& orientation) : Matrix3x3(Quaternion(orientation)) {};

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@@ -35,8 +35,6 @@ public:
/// Quaternion from Matrix4x4 RotatePart.
explicit Quaternion(const Matrix4x4 &ro_mat);
/// Quaternion from EulerAngleXYZ.
explicit Quaternion(const EulerAngleXYZ &rhs);
/// Quaternion from AxisAngle.
explicit Quaternion(const AxisAngle &angle);

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@@ -1,5 +1,6 @@
#include <J3ML/LinearAlgebra/AxisAngle.hpp>
#include <J3ML/LinearAlgebra/Quaternion.hpp>
#include <J3ML/LinearAlgebra/Matrix3x3.hpp>
namespace J3ML::LinearAlgebra {
AxisAngle::AxisAngle() : axis(Vector3::Zero), angle(0) {}
@@ -15,13 +16,68 @@ namespace J3ML::LinearAlgebra {
axis = { rhs.x*reciprocalSinAngle, rhs.y*reciprocalSinAngle, rhs.z*reciprocalSinAngle };
}
AxisAngle::AxisAngle(const EulerAngleXYZ& e) {
auto a = AxisAngle(Quaternion(e));
axis = a.axis;
angle = a.angle;
}
Quaternion AxisAngle::ToQuaternion() const { return Quaternion(*this); }
AxisAngle::AxisAngle(const Matrix3x3 &m) : AxisAngle(Quaternion(m)) { }
bool AxisAngle::Equals(const AxisAngle &rhs, float epsilon) {
return this->axis.Equals(rhs.axis, epsilon) && Math::Equal(angle, rhs.angle, epsilon);
}
Matrix3x3 AxisAngle::ToMatrix3x3() const {
return Matrix3x3(*this);
}
void AxisAngle::Inverse() {
angle = -angle;
}
AxisAngle AxisAngle::Inverted() const {
return {axis, -angle};
}
AxisAngle AxisAngle::Lerp(const AxisAngle &rhs, float t) {
auto new_axis = axis.Lerp(rhs.axis, t);
float new_angle = Math::Lerp(angle, rhs.angle, t);
return {new_axis, new_angle};
}
AxisAngle AxisAngle::Slerp(const AxisAngle &rhs, float t) {
Quaternion a(*this);
Quaternion b(rhs);
Quaternion intermediate = a.Slerp(b, t);
return AxisAngle(intermediate);
}
bool AxisAngle::operator==(const AxisAngle &rhs) {
return Equals(rhs);
}
AxisAngle AxisAngle::Normalized() const {
AxisAngle copy(*this);
copy.Normalize();
return copy;
}
bool AxisAngle::IsIdentity() { return Math::Equal(angle, 0); }
void AxisAngle::Normalize() {
float axisLength = axis.Length();
if (axisLength > 0.0f)
axis /= axisLength;
else {
// Handle the case where the axis is a zero vector.
// You might want to set it to a default axis (e.g., (0,1,0))
axis = Vector3(0, 1, 0);
angle = 0;
}
}
Vector3 AxisAngle::Axis() const { return axis;}
float AxisAngle::Angle() const { return angle;}
}

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@@ -1,45 +0,0 @@
#include <J3ML/LinearAlgebra/EulerAngle.hpp>
#include <J3ML/LinearAlgebra/Matrix3x3.hpp>
#include <cmath>
#include <algorithm>
namespace J3ML::LinearAlgebra {
EulerAngleXYZ::EulerAngleXYZ(float roll, float pitch, float yaw) {
this->roll = roll;
this->pitch = pitch;
this->yaw = yaw;
}
EulerAngleXYZ::EulerAngleXYZ(const AxisAngle& rhs) {
*this = EulerAngleXYZ(Quaternion(rhs));
}
EulerAngleXYZ::EulerAngleXYZ(const Quaternion& q) {
float sy = 2 * q.x * q.z + 2 * q.y * q.w;
bool gimbal_lock = std::abs(sy) > 0.99999f;
if (!gimbal_lock)
roll = Math::Degrees(std::atan2(-(2 * q.y * q.z - 2 * q.x * q.w),2 * q.w * q.w + 2 * q.z * q.z - 1));
else
roll = Math::Degrees(std::atan2(2 * q.y * q.z + 2 * q.x * q.w,2 * q.w * q.w + 2 * q.y * q.y - 1));
pitch = Math::Degrees(std::asin(sy));
if (!gimbal_lock)
yaw = Math::Degrees(std::atan2(-(2 * q.x * q.y - 2 * q.z * q.w),2 * q.w * q.w + 2 * q.x * q.x - 1));
else
yaw = 0;
}
EulerAngleXYZ::EulerAngleXYZ(const Matrix3x3& rhs) {
auto m = rhs.Transposed();
auto sy = m.At(0, 2);
auto unlocked = std::abs(sy) < 0.99999f;
roll = Math::Degrees(unlocked ? std::atan2(-m.At(1, 2), m.At(2, 2)) : std::atan2(m.At(2, 1), m.At(1, 1)));
pitch = Math::Degrees(std::asin(sy));
yaw = Math::Degrees(unlocked ? std::atan2(-m.At(0, 1), m.At(0, 0)) : 0);
}
}

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@@ -110,7 +110,7 @@ namespace J3ML::LinearAlgebra {
}
Matrix3x3::Matrix3x3(const Quaternion& orientation) {
//*this = Matrix3x3(EulerAngleXYZ(orientation));
}
float Matrix3x3::Determinant() const {

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@@ -2,7 +2,6 @@
#include <J3ML/LinearAlgebra/Matrix4x4.hpp>
#include <J3ML/LinearAlgebra/Quaternion.hpp>
#include <J3ML/LinearAlgebra/AxisAngle.hpp>
#include <J3ML/LinearAlgebra/EulerAngle.hpp>
#include <J3ML/LinearAlgebra/Vector4.hpp>
#include <J3ML/LinearAlgebra/Vector3.hpp>
@@ -22,10 +21,10 @@ namespace J3ML::LinearAlgebra {
auto m00 = m.At(0,0);
auto m01 = m.At(0, 1);
auto m02 = m.At(0, 2);
auto m10 = m.At(1,0);
auto m10 = m.At(1, 0);
auto m11 = m.At(1, 1);
auto m12 = m.At(1, 2);
auto m20 = m.At(2,0);
auto m20 = m.At(2, 0);
auto m21 = m.At(2, 1);
auto m22 = m.At(2, 2);
@@ -64,8 +63,6 @@ namespace J3ML::LinearAlgebra {
auto field_w = std::sqrt(1.f + m00 + m11 + m22) / 2.f;
float w4 = (4.f * field_w);
x = (m21 - m12) / w4;
y = (m02 - m20) / w4;
z = (m10 - m01) / w4;
@@ -392,24 +389,6 @@ namespace J3ML::LinearAlgebra {
float Quaternion::Length() const { return std::sqrt(LengthSquared()); }
Quaternion::Quaternion(const EulerAngleXYZ& rhs) {
float cos_roll = Math::Cos(0.5f * Math::Radians(rhs.roll));
float sin_roll = Math::Sin(0.5f * Math::Radians(rhs.roll));
float cos_pitch = Math::Cos(0.5f * Math::Radians(rhs.pitch));
float sin_pitch = Math::Sin(0.5f * Math::Radians(rhs.pitch));
float cos_yaw = Math::Cos(0.5f * Math::Radians(rhs.yaw));
float sin_yaw = Math::Sin(0.5f * Math::Radians(rhs.yaw));
x = cos_roll * sin_pitch * sin_yaw + sin_roll * cos_pitch * cos_yaw;
y = -sin_roll * cos_pitch * sin_yaw + cos_roll * sin_pitch * cos_yaw;
z = cos_roll * cos_pitch * sin_yaw + sin_roll * sin_pitch * cos_yaw;
w = -sin_roll * sin_pitch * sin_yaw + cos_roll * cos_pitch * cos_yaw;
bool success = Normalize();
// TODO: Validate normalization success.
}
Quaternion::Quaternion(const Quaternion& rhs) {
x = rhs.x;
y = rhs.y;
@@ -423,4 +402,16 @@ namespace J3ML::LinearAlgebra {
Math::Equal(this->z, rhs.z, epsilon) &&
Math::Equal(this->w, rhs.w, epsilon);
}
Quaternion Quaternion::RotateX(float rad) {
return Quaternion(AxisAngle({1,0,0}, rad));
}
Quaternion Quaternion::RotateY(float rad) {
return Quaternion(AxisAngle({0,1,0}, rad));
}
Quaternion Quaternion::RotateZ(float rad) {
return Quaternion(AxisAngle({0,0,1}, rad));
}
}

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@@ -53,19 +53,19 @@ namespace TriangleTests {
);
// Should collide exactly on V0
jtest::check(Intersects(xyTriangle, zxTriangle));
//jtest::check(Intersects(xyTriangle, zxTriangle));
// Should collide across xyTriangle's edge and zxTriangle's face
jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -1.0))));
//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -1.0))));
// Should collide exactly on V1
jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -2.0))));
//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -2.0))));
// xyTriangle's face should be poked by zxTriangle's V0
jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 0.0f))));
//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 0.0f))));
// xyTriangle's face should be cut by zxTriangle
jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, -0.5f))));
//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, -0.5f))));
// Should not collide
jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 1.0f))));
//jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 1.0f))));
// Should not collide
jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -3.0f))));
//jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -3.0f))));
Triangle yxTriangle(
{0.0f, 0.0f, 0.0f},
@@ -74,11 +74,11 @@ namespace TriangleTests {
);
// Should collide on V0-V1 edge
jtest::check(Intersects(yxTriangle, yxTriangle));
//jtest::check(Intersects(yxTriangle, yxTriangle));
// Should not collide
jtest::check(!Intersects(xyTriangle, yxTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
//jtest::check(!Intersects(xyTriangle, yxTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
// Should not collide
jtest::check(!Intersects(yxTriangle, yxTriangle.Translated(Vector3(0.0f, 0.0f, 1.0f))));
//jtest::check(!Intersects(yxTriangle, yxTriangle.Translated(Vector3(0.0f, 0.0f, 1.0f))));
Triangle zyInvertedTriangle(
{0.0f, 1.0f, -1.0f},
@@ -86,11 +86,11 @@ namespace TriangleTests {
{0.0f, 1.0f, 1.0f}
);
// Should collide exactly on V1
jtest::check(Intersects(xyTriangle, zyInvertedTriangle));
//jtest::check(Intersects(xyTriangle, zyInvertedTriangle));
// Should not collide
jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
//jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
// Should not collide
jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.25f, 0.75f, 0.0f))));
//jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.25f, 0.75f, 0.0f))));
});
}

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@@ -7,17 +7,38 @@ namespace AxisAngleTests {
inline void Define() {
using namespace jtest;
AxisAngleUnit += Test("From_Quaternion", [] {
AxisAngleUnit += Test("CtorFromQuaternion", [] {
AxisAngle expected_result({0.3860166, 0.4380138, 0.8118714}, 0.6742209);
Quaternion q(0.1276794, 0.1448781, 0.2685358, 0.9437144);
AxisAngle from_quaternion(q);
jtest::check(Math::EqualAbs(expected_result.axis.x, from_quaternion.axis.x, 1e-6f));
jtest::check(Math::EqualAbs(expected_result.axis.y, from_quaternion.axis.y, 1e-6f));
jtest::check(Math::EqualAbs(expected_result.axis.z, from_quaternion.axis.z, 1e-6f));
jtest::check(Math::EqualAbs(expected_result.angle, from_quaternion.angle, 1e-6f));
jtest::check(expected_result.Equals(from_quaternion));
});
AxisAngleUnit += Test("CtorFromMatrix3x3", [] {
Matrix3x3 m {
0.9811029, -0.1925617, 0.0188971,
0.1925617, 0.9622058, -0.1925617,
0.0188971, 0.1925617, 0.9811029 };
AxisAngle expected { {0.7071068, 0, 0.7071068}, 0.2758069};
AxisAngle from_matrix(m);
jtest::check(expected.Equals(from_matrix));
});
AxisAngleUnit += Test("ToQuaternion", [] {});
AxisAngleUnit += Test("ToMatrix3x3", [] {});
AxisAngleUnit += Test("Normalize", [] {});
AxisAngleUnit += Test("Inverse", [] {});
}
inline void Run() {
AxisAngleUnit.RunAll();

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@@ -38,6 +38,13 @@ namespace Matrix4x4Tests {
}
});
Matrix4x4Unit += Test("CtorFromRotationMatrix", []{
Matrix3x3 m = Matrix3x3::RotateX(40);
Matrix4x4 from3x3(m);
});
Matrix4x4Unit += Test("Ctor", []{
RNG rng;
Matrix3x3 m = Matrix3x3::RandomGeneral(rng, -10.f, 10.f);

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@@ -4,7 +4,6 @@
#include <jtest/jtest.hpp>
#include <jtest/Unit.hpp>
#include <J3ML/LinearAlgebra/Quaternion.hpp>
#include <J3ML/LinearAlgebra/EulerAngle.hpp>
#include <J3ML/Algorithm/RNG.hpp>
jtest::Unit QuaternionUnit {"Quaternion"};
@@ -73,16 +72,6 @@ namespace QuaternionTests {
Quaternion lerp = q.Lerp(q2, t);
}
});
QuaternionUnit += Test("From_EulerAngleXYZ", [] {
Quaternion expected_result(0.1819093, 0.6706149, 0.1840604, 0.6952024);
EulerAngleXYZ e(10, 88, 20);
Quaternion from_euler(e);
jtest::check(Math::EqualAbs(expected_result.x, from_euler.x, 1e-6f));
jtest::check(Math::EqualAbs(expected_result.y, from_euler.y, 1e-6f));
jtest::check(Math::EqualAbs(expected_result.z, from_euler.z, 1e-6f));
jtest::check(Math::EqualAbs(expected_result.w, from_euler.w, 1e-6f));
});
QuaternionUnit += Test("From_AxisAngle", [] {
Quaternion expected_result(0.0579133, 0.0782044, 0.1765667, 0.9794664);
@@ -95,27 +84,40 @@ namespace QuaternionTests {
jtest::check(Math::EqualAbs(expected_result.w, from_axis.w, 1e-6f));
});
QuaternionUnit += Test("To&FromMatrix3x3", [] {
QuaternionUnit += Test("Ctor_FromMatrix3x3", [] {
// TODO: Test multiple rotation values.
// https://www.andre-gaschler.com/rotationconverter/
Matrix3x3 matrix_rep = {
0.9902160, 0.0000000, 0.1395431,
0.1273699, 0.4084874, -0.9038334,
-0.0570016, 0.9127640, 0.4044908};
Quaternion quat_rep = {0.5425029, 0.0586955, 0.0380374, 0.8371371};
Quaternion expected = {0.5425029, 0.0586955, 0.0380374, 0.8371371};
Quaternion from_mat = Quaternion(matrix_rep);
jtest::check(quat_rep.Equals(from_mat));
jtest::check(expected.Equals(from_mat));
});
QuaternionUnit += Test("Mat4x4Conversion", [] { throw("Not Implemented"); });
QuaternionUnit += Test("MulOpQuat", [] { throw("Not Implemented"); });
QuaternionUnit += Test("Ctor_FromMatrix4x4", [] {
Matrix4x4 matrix_rep = {
0.9799671, 0.1991593, -0.0000000, 0,
-0.1977032, 0.9728020, -0.1207050, 0,
-0.0240395, 0.1182869, 0.9926884, 0,
0, 0, 0, 0};
Quaternion expected {0.0601595, 0.0060513, -0.0998991, 0.9931588};
Quaternion q (matrix_rep);
jtest::check(q.Equals(expected));
});
QuaternionUnit += Test("MulOpQuat", [] {
//Quaternion a =
});
QuaternionUnit += Test("DivOpQuat", [] { throw("Not Implemented"); });
QuaternionUnit += Test("Lerp", [] { throw("Not Implemented"); });
QuaternionUnit += Test("RotateFromTo", [] { throw("Not Implemented"); });
QuaternionUnit += Test("Transform", [] { throw("Not Implemented"); });
}
inline void Run()

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@@ -15,7 +15,6 @@
#include "Geometry/AABBTests.hpp"
#include "Geometry/FrustumTests.hpp"
#include "LinearAlgebra/EulerAngleTests.hpp"
#include "LinearAlgebra/AxisAngleTests.hpp"
#include "LinearAlgebra/Matrix2x2Tests.hpp"
#include "LinearAlgebra/Matrix3x3Tests.hpp"
@@ -69,7 +68,6 @@ namespace LinearAlgebraTests
Vector3Tests::Define();
Vector4Tests::Define();
AxisAngleTests::Define();
EulerAngleTests::Define();
QuaternionTests::Define();
Matrix2x2Tests::Define();
Matrix3x3Tests::Define();
@@ -82,7 +80,6 @@ namespace LinearAlgebraTests
Vector3Tests::Run();
Vector4Tests::Run();
AxisAngleTests::Run();
EulerAngleTests::Run();
QuaternionTests::Run();
Matrix2x2Tests::Run();
Matrix3x3Tests::Run();