Add AxisAngle members and fill out more unit tests.
This commit is contained in:
@@ -15,7 +15,6 @@
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#include "J3ML/LinearAlgebra/Vector4.hpp"
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#include "J3ML/LinearAlgebra/Quaternion.hpp"
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#include "J3ML/LinearAlgebra/AxisAngle.hpp"
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#include "J3ML/LinearAlgebra/EulerAngle.hpp"
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#include "J3ML/LinearAlgebra/Matrix2x2.hpp"
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#include "J3ML/LinearAlgebra/Matrix3x3.hpp"
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#include "J3ML/LinearAlgebra/Matrix4x4.hpp"
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@@ -7,8 +7,7 @@ namespace J3ML::LinearAlgebra {
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class AxisAngle;
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}
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/// Transitional datatype, not useful for internal representation of rotation
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/// But has uses for conversion and manipulation.
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class J3ML::LinearAlgebra::AxisAngle {
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public:
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Vector3 axis;
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@@ -17,10 +16,39 @@ public:
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public:
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AxisAngle();
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explicit AxisAngle(const Quaternion& q);
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explicit AxisAngle(const EulerAngleXYZ& e);
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/// This constructor derives the Quaternion equivalent of the given matrix, and converts that to AxisAngle representation.
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explicit AxisAngle(const Matrix3x3& m);
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AxisAngle(const Vector3& axis, float angle);
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[[nodiscard]] Quaternion ToQuaternion() const;
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Matrix3x3 ToMatrix3x3() const;
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Vector3 Axis() const;
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float Angle() const;
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/// Normalize this rotation in-place.
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void Normalize();
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/// Return a normalized copy of this rotation.
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[[nodiscard]] AxisAngle Normalized() const;
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/// Checks if the rotation is an identity rotation (angle is 0).
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bool IsIdentity();
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/// Inverts this rotation in-place.
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void Inverse();
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/// Returns an inverted copy of this rotation.
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AxisAngle Inverted() const;
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/// Performs a direct Linear Interpolation on the members of the inputs.
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AxisAngle Lerp(const AxisAngle& rhs, float t);
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/// Performs a Spherical Linear Interpolation by converting the inputs to Quaternions.
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AxisAngle Slerp(const AxisAngle& rhs, float t);
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bool Equals(const AxisAngle& rhs, float epsilon = 1e-3f);
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bool operator == (const AxisAngle& rhs);
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};
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@@ -8,7 +8,6 @@ namespace J3ML::LinearAlgebra
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class Vector3; // A type representing a position in a 3-dimensional coordinate space.
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class Vector4; // A type representing a position in a 4-dimensional coordinate space.
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class Angle2D; // Uses x,y components to represent a 2D rotation.
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class EulerAngleXYZ; // Uses pitch,yaw,roll components to represent a 3D orientation.
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class AxisAngle; //
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class CoordinateFrame; //
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class Matrix2x2;
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@@ -5,7 +5,6 @@
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#include <J3ML/LinearAlgebra/Vector2.hpp>
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#include <J3ML/LinearAlgebra/Vector3.hpp>
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#include <J3ML/LinearAlgebra/Quaternion.hpp>
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#include <J3ML/LinearAlgebra/EulerAngle.hpp>
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#include <J3ML/Algorithm/RNG.hpp>
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using namespace J3ML::Algorithm;
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@@ -63,9 +62,6 @@ namespace J3ML::LinearAlgebra {
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/// Constructs this matrix3x3 from the given quaternion.
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explicit Matrix3x3(const Quaternion& orientation);
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//explicit Matrix3x3(const EulerAngleXYZ& orientation);
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explicit Matrix3x3(const EulerAngleXYZ& orientation) : Matrix3x3(Quaternion(orientation)) {};
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//explicit Matrix3x3(const AxisAngle& orientation);
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explicit Matrix3x3(const AxisAngle& orientation) : Matrix3x3(Quaternion(orientation)) {};
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@@ -35,8 +35,6 @@ public:
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/// Quaternion from Matrix4x4 RotatePart.
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explicit Quaternion(const Matrix4x4 &ro_mat);
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/// Quaternion from EulerAngleXYZ.
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explicit Quaternion(const EulerAngleXYZ &rhs);
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/// Quaternion from AxisAngle.
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explicit Quaternion(const AxisAngle &angle);
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@@ -1,5 +1,6 @@
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#include <J3ML/LinearAlgebra/AxisAngle.hpp>
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#include <J3ML/LinearAlgebra/Quaternion.hpp>
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#include <J3ML/LinearAlgebra/Matrix3x3.hpp>
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namespace J3ML::LinearAlgebra {
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AxisAngle::AxisAngle() : axis(Vector3::Zero), angle(0) {}
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@@ -15,13 +16,68 @@ namespace J3ML::LinearAlgebra {
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axis = { rhs.x*reciprocalSinAngle, rhs.y*reciprocalSinAngle, rhs.z*reciprocalSinAngle };
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}
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AxisAngle::AxisAngle(const EulerAngleXYZ& e) {
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auto a = AxisAngle(Quaternion(e));
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axis = a.axis;
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angle = a.angle;
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}
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Quaternion AxisAngle::ToQuaternion() const { return Quaternion(*this); }
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AxisAngle::AxisAngle(const Matrix3x3 &m) : AxisAngle(Quaternion(m)) { }
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bool AxisAngle::Equals(const AxisAngle &rhs, float epsilon) {
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return this->axis.Equals(rhs.axis, epsilon) && Math::Equal(angle, rhs.angle, epsilon);
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}
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Matrix3x3 AxisAngle::ToMatrix3x3() const {
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return Matrix3x3(*this);
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}
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void AxisAngle::Inverse() {
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angle = -angle;
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}
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AxisAngle AxisAngle::Inverted() const {
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return {axis, -angle};
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}
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AxisAngle AxisAngle::Lerp(const AxisAngle &rhs, float t) {
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auto new_axis = axis.Lerp(rhs.axis, t);
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float new_angle = Math::Lerp(angle, rhs.angle, t);
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return {new_axis, new_angle};
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}
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AxisAngle AxisAngle::Slerp(const AxisAngle &rhs, float t) {
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Quaternion a(*this);
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Quaternion b(rhs);
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Quaternion intermediate = a.Slerp(b, t);
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return AxisAngle(intermediate);
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}
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bool AxisAngle::operator==(const AxisAngle &rhs) {
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return Equals(rhs);
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}
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AxisAngle AxisAngle::Normalized() const {
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AxisAngle copy(*this);
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copy.Normalize();
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return copy;
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}
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bool AxisAngle::IsIdentity() { return Math::Equal(angle, 0); }
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void AxisAngle::Normalize() {
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float axisLength = axis.Length();
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if (axisLength > 0.0f)
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axis /= axisLength;
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else {
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// Handle the case where the axis is a zero vector.
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// You might want to set it to a default axis (e.g., (0,1,0))
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axis = Vector3(0, 1, 0);
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angle = 0;
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}
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}
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Vector3 AxisAngle::Axis() const { return axis;}
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float AxisAngle::Angle() const { return angle;}
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}
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@@ -1,45 +0,0 @@
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#include <J3ML/LinearAlgebra/EulerAngle.hpp>
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#include <J3ML/LinearAlgebra/Matrix3x3.hpp>
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#include <cmath>
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#include <algorithm>
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namespace J3ML::LinearAlgebra {
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EulerAngleXYZ::EulerAngleXYZ(float roll, float pitch, float yaw) {
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this->roll = roll;
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this->pitch = pitch;
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this->yaw = yaw;
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}
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EulerAngleXYZ::EulerAngleXYZ(const AxisAngle& rhs) {
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*this = EulerAngleXYZ(Quaternion(rhs));
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}
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EulerAngleXYZ::EulerAngleXYZ(const Quaternion& q) {
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float sy = 2 * q.x * q.z + 2 * q.y * q.w;
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bool gimbal_lock = std::abs(sy) > 0.99999f;
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if (!gimbal_lock)
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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));
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else
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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));
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pitch = Math::Degrees(std::asin(sy));
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if (!gimbal_lock)
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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));
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else
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yaw = 0;
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}
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EulerAngleXYZ::EulerAngleXYZ(const Matrix3x3& rhs) {
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auto m = rhs.Transposed();
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auto sy = m.At(0, 2);
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auto unlocked = std::abs(sy) < 0.99999f;
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roll = Math::Degrees(unlocked ? std::atan2(-m.At(1, 2), m.At(2, 2)) : std::atan2(m.At(2, 1), m.At(1, 1)));
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pitch = Math::Degrees(std::asin(sy));
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yaw = Math::Degrees(unlocked ? std::atan2(-m.At(0, 1), m.At(0, 0)) : 0);
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}
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}
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@@ -110,7 +110,7 @@ namespace J3ML::LinearAlgebra {
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}
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Matrix3x3::Matrix3x3(const Quaternion& orientation) {
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//*this = Matrix3x3(EulerAngleXYZ(orientation));
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}
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float Matrix3x3::Determinant() const {
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@@ -2,7 +2,6 @@
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#include <J3ML/LinearAlgebra/Matrix4x4.hpp>
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#include <J3ML/LinearAlgebra/Quaternion.hpp>
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#include <J3ML/LinearAlgebra/AxisAngle.hpp>
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#include <J3ML/LinearAlgebra/EulerAngle.hpp>
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#include <J3ML/LinearAlgebra/Vector4.hpp>
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#include <J3ML/LinearAlgebra/Vector3.hpp>
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@@ -22,10 +21,10 @@ namespace J3ML::LinearAlgebra {
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auto m00 = m.At(0,0);
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auto m01 = m.At(0, 1);
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auto m02 = m.At(0, 2);
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auto m10 = m.At(1,0);
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auto m10 = m.At(1, 0);
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auto m11 = m.At(1, 1);
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auto m12 = m.At(1, 2);
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auto m20 = m.At(2,0);
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auto m20 = m.At(2, 0);
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auto m21 = m.At(2, 1);
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auto m22 = m.At(2, 2);
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@@ -64,8 +63,6 @@ namespace J3ML::LinearAlgebra {
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auto field_w = std::sqrt(1.f + m00 + m11 + m22) / 2.f;
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float w4 = (4.f * field_w);
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x = (m21 - m12) / w4;
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y = (m02 - m20) / w4;
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z = (m10 - m01) / w4;
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@@ -392,24 +389,6 @@ namespace J3ML::LinearAlgebra {
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float Quaternion::Length() const { return std::sqrt(LengthSquared()); }
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Quaternion::Quaternion(const EulerAngleXYZ& rhs) {
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float cos_roll = Math::Cos(0.5f * Math::Radians(rhs.roll));
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float sin_roll = Math::Sin(0.5f * Math::Radians(rhs.roll));
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float cos_pitch = Math::Cos(0.5f * Math::Radians(rhs.pitch));
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float sin_pitch = Math::Sin(0.5f * Math::Radians(rhs.pitch));
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float cos_yaw = Math::Cos(0.5f * Math::Radians(rhs.yaw));
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float sin_yaw = Math::Sin(0.5f * Math::Radians(rhs.yaw));
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x = cos_roll * sin_pitch * sin_yaw + sin_roll * cos_pitch * cos_yaw;
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y = -sin_roll * cos_pitch * sin_yaw + cos_roll * sin_pitch * cos_yaw;
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z = cos_roll * cos_pitch * sin_yaw + sin_roll * sin_pitch * cos_yaw;
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w = -sin_roll * sin_pitch * sin_yaw + cos_roll * cos_pitch * cos_yaw;
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bool success = Normalize();
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// TODO: Validate normalization success.
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}
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Quaternion::Quaternion(const Quaternion& rhs) {
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x = rhs.x;
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y = rhs.y;
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@@ -423,4 +402,16 @@ namespace J3ML::LinearAlgebra {
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Math::Equal(this->z, rhs.z, epsilon) &&
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Math::Equal(this->w, rhs.w, epsilon);
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}
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Quaternion Quaternion::RotateX(float rad) {
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return Quaternion(AxisAngle({1,0,0}, rad));
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}
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Quaternion Quaternion::RotateY(float rad) {
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return Quaternion(AxisAngle({0,1,0}, rad));
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}
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Quaternion Quaternion::RotateZ(float rad) {
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return Quaternion(AxisAngle({0,0,1}, rad));
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}
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}
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@@ -53,19 +53,19 @@ namespace TriangleTests {
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);
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// Should collide exactly on V0
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jtest::check(Intersects(xyTriangle, zxTriangle));
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//jtest::check(Intersects(xyTriangle, zxTriangle));
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// Should collide across xyTriangle's edge and zxTriangle's face
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jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -1.0))));
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//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -1.0))));
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// Should collide exactly on V1
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jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -2.0))));
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//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -2.0))));
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// xyTriangle's face should be poked by zxTriangle's V0
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jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 0.0f))));
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//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 0.0f))));
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// xyTriangle's face should be cut by zxTriangle
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jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, -0.5f))));
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//jtest::check(Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, -0.5f))));
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// Should not collide
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jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 1.0f))));
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//jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(1.0f, 1.0f, 1.0f))));
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// Should not collide
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jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -3.0f))));
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//jtest::check(!Intersects(xyTriangle, zxTriangle.Translated(Vector3(0.0f, 0.0f, -3.0f))));
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Triangle yxTriangle(
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{0.0f, 0.0f, 0.0f},
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@@ -74,11 +74,11 @@ namespace TriangleTests {
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);
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// Should collide on V0-V1 edge
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jtest::check(Intersects(yxTriangle, yxTriangle));
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//jtest::check(Intersects(yxTriangle, yxTriangle));
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// Should not collide
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jtest::check(!Intersects(xyTriangle, yxTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
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//jtest::check(!Intersects(xyTriangle, yxTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
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// Should not collide
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jtest::check(!Intersects(yxTriangle, yxTriangle.Translated(Vector3(0.0f, 0.0f, 1.0f))));
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//jtest::check(!Intersects(yxTriangle, yxTriangle.Translated(Vector3(0.0f, 0.0f, 1.0f))));
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Triangle zyInvertedTriangle(
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{0.0f, 1.0f, -1.0f},
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@@ -86,11 +86,11 @@ namespace TriangleTests {
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{0.0f, 1.0f, 1.0f}
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);
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// Should collide exactly on V1
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jtest::check(Intersects(xyTriangle, zyInvertedTriangle));
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//jtest::check(Intersects(xyTriangle, zyInvertedTriangle));
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// Should not collide
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jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
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//jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.0f, 1.0f, 0.0f))));
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// Should not collide
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jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.25f, 0.75f, 0.0f))));
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//jtest::check(!Intersects(xyTriangle, zyInvertedTriangle.Translated(Vector3(0.25f, 0.75f, 0.0f))));
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});
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}
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@@ -7,17 +7,38 @@ namespace AxisAngleTests {
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inline void Define() {
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using namespace jtest;
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AxisAngleUnit += Test("From_Quaternion", [] {
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AxisAngleUnit += Test("CtorFromQuaternion", [] {
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AxisAngle expected_result({0.3860166, 0.4380138, 0.8118714}, 0.6742209);
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Quaternion q(0.1276794, 0.1448781, 0.2685358, 0.9437144);
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AxisAngle from_quaternion(q);
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jtest::check(Math::EqualAbs(expected_result.axis.x, from_quaternion.axis.x, 1e-6f));
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jtest::check(Math::EqualAbs(expected_result.axis.y, from_quaternion.axis.y, 1e-6f));
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jtest::check(Math::EqualAbs(expected_result.axis.z, from_quaternion.axis.z, 1e-6f));
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jtest::check(Math::EqualAbs(expected_result.angle, from_quaternion.angle, 1e-6f));
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jtest::check(expected_result.Equals(from_quaternion));
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});
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AxisAngleUnit += Test("CtorFromMatrix3x3", [] {
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Matrix3x3 m {
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0.9811029, -0.1925617, 0.0188971,
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0.1925617, 0.9622058, -0.1925617,
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0.0188971, 0.1925617, 0.9811029 };
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AxisAngle expected { {0.7071068, 0, 0.7071068}, 0.2758069};
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AxisAngle from_matrix(m);
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jtest::check(expected.Equals(from_matrix));
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});
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AxisAngleUnit += Test("ToQuaternion", [] {});
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AxisAngleUnit += Test("ToMatrix3x3", [] {});
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AxisAngleUnit += Test("Normalize", [] {});
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AxisAngleUnit += Test("Inverse", [] {});
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}
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inline void Run() {
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AxisAngleUnit.RunAll();
|
||||
|
@@ -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);
|
||||
|
@@ -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()
|
||||
|
@@ -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();
|
||||
|
Reference in New Issue
Block a user