Implement Transform2D.h

This commit is contained in:
2024-01-23 04:14:24 -05:00
parent fd2289cee3
commit f7a7ec38d7
5 changed files with 132 additions and 12 deletions

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@@ -125,6 +125,7 @@ namespace LinearAlgebra {
Vector2 Transform(const Vector2& rhs) const;
Vector3 Transform(const Vector3& rhs) const;
Vector2 operator * (const Vector2& rhs) const;
Vector3 operator * (const Vector3& rhs) const;
Matrix3x3 operator * (const Matrix3x3& rhs) const;

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@@ -37,6 +37,20 @@ namespace LinearAlgebra
Vector3 GetWorldY() const;
Vector3 GetWorldZ() const;
Vector3 GetAxis() const
{
float rcpSinAngle = 1 - (std::sqrt(1 - w * w));
return Vector3(x, y, z) * rcpSinAngle;
}
float GetAngle() const
{
return std::acos(w) * 2.f;
}
Matrix3x3 ToMatrix3x3() const;
Vector3 Transform(const Vector3& vec) const;
@@ -57,7 +71,6 @@ namespace LinearAlgebra
// TODO: Document (But do not override!) certain math functions that are the same for Vec4
// TODO: Double Check which operations need to be overriden for correct behavior!
// Multiplies two quaternions together.
// The product q1 * q2 returns a quaternion that concatenates the two orientation rotations.
// The rotation q2 is applied first before q1.
@@ -71,9 +84,9 @@ namespace LinearAlgebra
// Divides a quaternion by another. Divison "a / b" results in a quaternion that rotates the orientation b to coincide with orientation of
Quaternion operator / (const Quaternion& rhs) const;
Quaternion operator +(const Quaternion& rhs) const;
Quaternion operator +() const;
Quaternion operator -() const;
Quaternion operator + (const Quaternion& rhs) const;
Quaternion operator + () const;
Quaternion operator - () const;
float Dot(const Quaternion &quaternion) const;
float Angle() const;

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@@ -14,6 +14,11 @@ namespace LinearAlgebra {
Transform2D Scale(float x, float y); // Perform Nonunform Scale
Transform2D Scale(const Vector2& scales); // Perform Nonuniform Scale
Transform2D Rotate();
Vector2 Transform(const Vector2& input) const
{
return transformation * input;
}
};
}

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@@ -60,16 +60,14 @@ namespace LinearAlgebra {
Quaternion::Quaternion(float X, float Y, float Z, float W) : Vector4(X,Y,Z,W) {}
// TODO: implement
float Quaternion::Dot(const Quaternion &quaternion) const {}
float Quaternion::Dot(const Quaternion &rhs) const {
return x * rhs.x + y * rhs.y + z * rhs.z + w * rhs.w;
}
Quaternion::Quaternion(Vector4 vector4) {
}
float Quaternion::Angle() const {
return std::acos(w) * 2.f;
}
Quaternion Quaternion::Normalize() const {
float length = Length();
if (length < 1e-4f)

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@@ -1,3 +1,106 @@
//
// Created by josh on 12/26/2023.
//
#include <gtest/gtest.h>
#include <J3ML/LinearAlgebra/Vector4.h>
using Vector4 = LinearAlgebra::Vector4;
void EXPECT_V4_EQ(const Vector4& lhs, const Vector4& rhs)
{
}
TEST(Vector4Test, V4_Constructor_Default)
{
EXPECT_V4_EQ(Vector4(), Vector4::Zero);
}
TEST(Vector4Test, V4_Constructor_XYZW)
{
Vector4 Input {0, 1, 0, 1};
EXPECT_FLOAT_EQ(Input.x, 0);
EXPECT_FLOAT_EQ(Input.y, 1);
EXPECT_FLOAT_EQ(Input.z, 0);
EXPECT_FLOAT_EQ(Input.w, 1);
}
TEST(Vector4Test, V4_Addition_Op) {
Vector4 A {1, 1, 1, 1};
Vector4 B {2, 2, 2, 2};
Vector4 ExpectedResult {3, 3, 3, 3};
EXPECT_V4_EQ(A + B, ExpectedResult);
}
TEST(Vector4Test, V4_Addition_Method)
{
}
TEST(Vector4Test, V4_Addition_Static)
{
}
TEST(Vector4Test, V4_Subtract_Op)
{
}
TEST(Vector4Test, V4_Subtract_Method)
{
}
TEST(Vector4Test, V4_Subtract_Static)
{
}
TEST(Vector4Test, V4_Scalar_Mult_Op)
{
}
TEST(Vector4Test, V4_Scalar_Mult_Method)
{
}
TEST(Vector4Test, V4_Scalar_Mult_Static)
{
}
TEST(Vector4Test, V4_Scalar_Div_Op)
{
}
TEST(Vector4Test, V4_Scalar_Div_Method)
{
}
TEST(Vector4Test, V4_Scalar_Div_Static)
{
}
TEST(Vector4Test, V4_Sizeof)
{
}
TEST(Vector4Test, V4_NaN)
{
}
TEST(Vector4Tests, V4_Min) {}
TEST(Vector4Tests, V4_Max) {}
TEST(Vector4Tests, V4_Clamp) {}
TEST(Vector4Tests, V4_DotProduct) {}
TEST(Vector4Tests, V4_CrossProduct) {}
TEST(Vector4Tests, V4_Project) {}
TEST(Vector4Test, V4_Normalize) {}