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3 Commits

Author SHA1 Message Date
cc9ff95daa Implement ToQuat 2024-01-07 02:14:31 -05:00
a1d4df30c7 Implement ToQuat 2024-01-04 09:30:14 -05:00
7429f0782f Implementing Vector3 Unit Tests 2024-01-02 21:31:44 -05:00
9 changed files with 178 additions and 69 deletions

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@@ -5,6 +5,10 @@
namespace LinearAlgebra {
class Angle2D {
public:
float x;
float y;
bool operator==(const Angle2D& rhs) const {
return (this->x==rhs.x && this->y==rhs.y);
}
};
}

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@@ -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;

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@@ -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;

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@@ -2,8 +2,6 @@
#include <J3ML/LinearAlgebra.h>
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,

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@@ -3,6 +3,7 @@
#include <J3ML/LinearAlgebra/Vector3.h>
#include <cstddef>
#include <cstdlib>
#include <J3ML/LinearAlgebra/Angle2D.h>
namespace LinearAlgebra {
@@ -95,8 +96,8 @@ public:
static Vector3 Lerp(const Vector3& lhs, const Vector3& rhs, float alpha);
float AngleBetween(const Vector3& rhs) const; // TODO: 3D Angle representation?
static float AngleBetween(const Vector3& lhs, const Vector3& rhs); // TODO: 3D Angle representation?
Angle2D AngleBetween(const Vector3& rhs) const;
static Angle2D AngleBetween(const Vector3& lhs, const Vector3& rhs);
// Adds two vectors
Vector3 operator+(const Vector3& rhs) const;
@@ -122,12 +123,9 @@ public:
Vector3 operator+() const; // TODO: Implement
// Unary - operator (Negation)
Vector3 operator-() const;
public:
float x = 0;
float y = 0;
float z = 0;
};
}

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@@ -175,5 +175,26 @@ namespace LinearAlgebra {
};
}
Quaternion Matrix3x3::ToQuat() const {
auto m00 = At(0,0);
auto m01 = At(0, 1);
auto m02 = At(0, 2);
auto m10 = At(1,0);
auto m11 = At(1, 1);
auto m12 = At(1, 2);
auto m20 = At(2,0);
auto m21 = At(2, 1);
auto m22 = At(2, 2);
auto w = std::sqrt(1.f + m00 + m11 + m22) / 2.f;
float w4 = (4.f * w);
return {
(m21 - m12) / w4,
(m02 - m20) / w4,
(m10 - m01) / w4,
w
};
}
}

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@@ -116,7 +116,6 @@ namespace LinearAlgebra {
{
auto numer = this->Dot(rhs);
auto denom = this->Magnitude() * rhs.Magnitude();
std::cout << numer << ", " << denom << std::endl;
return std::acos(numer / denom);
}

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@@ -269,7 +269,7 @@ namespace LinearAlgebra {
}
Vector3 Vector3::Sub(const Vector3 &lhs, const Vector3 &rhs) {
lhs.Sub(rhs);
return lhs.Sub(rhs);
}
Vector3 Vector3::Mul(float scalar) const {
@@ -288,5 +288,18 @@ namespace LinearAlgebra {
return lhs.Div(rhs);
}
Angle2D Vector3::AngleBetween(const Vector3 &rhs) const {
const auto Pi_x_180 = 180.f / M_PI;
auto dist = this->Distance(rhs);
float x = -(asinf((rhs.y - this->y) / dist));
float y = (atan2f(rhs.x - this->x,rhs.z - this->z));
return {x, y};
}
Angle2D Vector3::AngleBetween(const Vector3 &lhs, const Vector3 &rhs) // TODO: 3D Angle representation?
{
return lhs.AngleBetween(rhs);
}
#pragma endregion
}

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@@ -3,111 +3,118 @@
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) {
Vector3 A {};
Vector3 B {};
Vector3 A {1,1,1};
Vector3 B {2,2,2};
Vector3 ExpectedResult {};
Vector3 ExpectedResult {3,3,3};
EXPECT_EQ(A + B, ExpectedResult);
EXPECT_V3_EQ(A + B, ExpectedResult);
}
TEST(Vector3Test, V3_Addition_Method) {
Vector3 A {};
Vector3 B {};
Vector3 A {1,1,1};
Vector3 B {2,2,2};
Vector3 ExpectedResult {};
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 {};
Vector3 B {};
Vector3 A {1,1,1};
Vector3 B {3,3,3};
Vector3 ExpectedResult {};
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 {};
Vector3 B {};
Vector3 A {2,2,2};
Vector3 B {.5f, .5f, .5f};
Vector3 ExpectedResult {};
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 {};
Vector3 B {};
Vector3 A {3,3,3};
Vector3 B {1,1,1};
Vector3 ExpectedResult {};
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 {};
Vector3 B {};
Vector3 A {4,4,4};
Vector3 B {1,1,1};
Vector3 ExpectedResult {};
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 { };
Vector3 A { 1,1,1};
float B = 1.5f;
Vector3 ExpectedResult {};
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 { };
Vector3 A {3,3,3};
float B = 1.5f;
Vector3 ExpectedResult {};
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 { };
Vector3 A {2,2,2};
float B = 1.5f;
Vector3 ExpectedResult {};
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 {};
float B = 1.5f;
Vector3 A {4,4,4};
float B = 2.f;
Vector3 ExpectedResult { };
EXPECT_EQ(A / B, ExpectedResult);
Vector3 ExpectedResult {2,2,2};
EXPECT_V3_EQ(A / B, ExpectedResult);
}
TEST(Vector3Test, V3_Scalar_Div_Method) {
Vector3 A { };
float B = 1.5f;
Vector3 ExpectedResult { };
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 { };
Vector3 A {3,3,3};
float B = 1.5f;
Vector3 ExpectedResult { };
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);
@@ -116,12 +123,75 @@ TEST(Vector3Test, V3_NaN) {
EXPECT_NE(Vector3(0, 0, 0), Vector3::NaN);
}
TEST(Vector3Test, V3_Min) {}
TEST(Vector3Test, V3_Max) {}
TEST(Vector3Test, V3_Clamp) {}
TEST(Vector3Test, V3_DotProduct) {}
TEST(Vector3Test, V3_CrossProduct) {}
TEST(Vector3Test, V3_Project) {}
TEST(Vector3Test, V3_Normalize) {}
TEST(Vector3Test, V3_Lerp) {}
TEST(Vector3Test, V3_AngleBetween) {}
TEST(Vector3Test, V3_Min) {
Vector3 Input {2,2,2};
Vector3 Minimum {3,3,3};
Vector3 ExpectedResult {2,2,2};
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_V3_EQ(Input.Max(Maximum), ExpectedResult);
}
TEST(Vector3Test, V3_Clamp) {
Vector3 Input {5,-1,8};
Vector3 Minimum {1,1,1};
Vector3 Maximum {5,5,5};
Vector3 ExpectedResult {5,1,5};
EXPECT_V3_EQ(Input.Clamp(Minimum, Maximum), ExpectedResult);
}
TEST(Vector3Test, V3_DotProduct) {
Vector3 A{6,6,6};
Vector3 B{1,1,1};
float ExpectedResult = 1;
EXPECT_FLOAT_EQ(A.Dot(B), ExpectedResult);
}
TEST(Vector3Test, V3_CrossProduct) {
Vector3 A{1,1,1};
Vector3 B{2,2,2};
Vector3 ExpectedResult {0,0,0};
EXPECT_V3_EQ(A.Cross(B), ExpectedResult);
}
TEST(Vector3Test, V3_Project) {
Vector3 Base {};
Vector3 Projection {};
Vector3 ExpectedResult {};
}
TEST(Vector3Test, V3_Normalize) {
Vector3 Input {2, 0, 0};
Vector3 ExpectedResult {1, 0, 0};
EXPECT_V3_EQ(Input.Normalize(), ExpectedResult);
}
TEST(Vector3Test, V3_Lerp)
{
Vector3 Start {};
Vector3 Finish {};
float Percent = 50;
Vector3 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 {-0.697914, -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);
}