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Prerelease
Author | SHA1 | Date | |
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cc9ff95daa | |||
a1d4df30c7 | |||
7429f0782f |
@@ -5,6 +5,10 @@
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namespace LinearAlgebra {
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class Angle2D {
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public:
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float x;
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float y;
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bool operator==(const Angle2D& rhs) const {
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return (this->x==rhs.x && this->y==rhs.y);
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}
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};
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}
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@@ -12,10 +12,20 @@ namespace LinearAlgebra {
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static const Matrix2x2 Identity;
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static const Matrix2x2 NaN;
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Matrix2x2() {}
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Matrix2x2(float val);
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Matrix2x2(float m00, float m01, float m10, float m11);
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Matrix2x2(const Vector2& r1, const Vector2& r2);
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Vector2 GetRow(int index) const;
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Vector2 GetColumn(int index) const;
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float At(int x, int y) const;
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float Determinant() const;
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Matrix2x2 Inverse() const;
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Matrix2x2 Transpose() const;
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Vector2 Transform(const Vector2& rhs) const;
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Vector2 operator * (const Vector2& rhs) const;
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Matrix2x2 operator * (const Matrix2x2 &rhs) const;
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@@ -99,13 +99,9 @@ namespace LinearAlgebra {
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Matrix3x3 Transpose() const;
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// Transforms the given vectors by this matrix M, i.e. returns M * (x,y,z)
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Vector2 Transform(const Vector2& rhs) const;
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Vector3 Transform(const Vector3& rhs) const;
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Vector3 operator[] (float index) const;
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Vector3 operator * (const Vector3& rhs) const;
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Matrix3x3 operator * (const Matrix3x3& rhs) const;
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@@ -2,8 +2,6 @@
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#include <J3ML/LinearAlgebra.h>
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namespace LinearAlgebra {
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/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
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/* This matrix can represent the most generic form of transformations for 3D objects,
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@@ -3,6 +3,7 @@
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <cstddef>
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#include <cstdlib>
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#include <J3ML/LinearAlgebra/Angle2D.h>
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namespace LinearAlgebra {
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@@ -95,8 +96,8 @@ public:
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static Vector3 Lerp(const Vector3& lhs, const Vector3& rhs, float alpha);
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float AngleBetween(const Vector3& rhs) const; // TODO: 3D Angle representation?
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static float AngleBetween(const Vector3& lhs, const Vector3& rhs); // TODO: 3D Angle representation?
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Angle2D AngleBetween(const Vector3& rhs) const;
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static Angle2D AngleBetween(const Vector3& lhs, const Vector3& rhs);
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// Adds two vectors
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Vector3 operator+(const Vector3& rhs) const;
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@@ -122,12 +123,9 @@ public:
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Vector3 operator+() const; // TODO: Implement
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// Unary - operator (Negation)
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Vector3 operator-() const;
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public:
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float x = 0;
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float y = 0;
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float z = 0;
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};
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}
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@@ -175,5 +175,26 @@ namespace LinearAlgebra {
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};
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}
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Quaternion Matrix3x3::ToQuat() const {
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auto m00 = At(0,0);
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auto m01 = At(0, 1);
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auto m02 = At(0, 2);
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auto m10 = At(1,0);
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auto m11 = At(1, 1);
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auto m12 = At(1, 2);
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auto m20 = At(2,0);
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auto m21 = At(2, 1);
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auto m22 = At(2, 2);
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auto w = std::sqrt(1.f + m00 + m11 + m22) / 2.f;
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float w4 = (4.f * w);
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return {
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(m21 - m12) / w4,
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(m02 - m20) / w4,
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(m10 - m01) / w4,
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w
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};
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}
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}
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@@ -116,7 +116,6 @@ namespace LinearAlgebra {
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{
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auto numer = this->Dot(rhs);
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auto denom = this->Magnitude() * rhs.Magnitude();
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std::cout << numer << ", " << denom << std::endl;
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return std::acos(numer / denom);
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}
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@@ -269,7 +269,7 @@ namespace LinearAlgebra {
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}
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Vector3 Vector3::Sub(const Vector3 &lhs, const Vector3 &rhs) {
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lhs.Sub(rhs);
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return lhs.Sub(rhs);
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}
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Vector3 Vector3::Mul(float scalar) const {
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@@ -288,5 +288,18 @@ namespace LinearAlgebra {
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return lhs.Div(rhs);
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}
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Angle2D Vector3::AngleBetween(const Vector3 &rhs) const {
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const auto Pi_x_180 = 180.f / M_PI;
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auto dist = this->Distance(rhs);
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float x = -(asinf((rhs.y - this->y) / dist));
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float y = (atan2f(rhs.x - this->x,rhs.z - this->z));
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return {x, y};
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}
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Angle2D Vector3::AngleBetween(const Vector3 &lhs, const Vector3 &rhs) // TODO: 3D Angle representation?
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{
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return lhs.AngleBetween(rhs);
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}
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#pragma endregion
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}
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@@ -3,111 +3,118 @@
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using Vector3 = LinearAlgebra::Vector3;
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void EXPECT_V3_EQ(const Vector3& lhs, const Vector3& rhs)
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{
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EXPECT_FLOAT_EQ(lhs.x, rhs.x);
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EXPECT_FLOAT_EQ(lhs.y, rhs.y);
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EXPECT_FLOAT_EQ(lhs.z, rhs.z);
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}
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TEST(Vector3Test, V3_Constructor_Default)
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{
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EXPECT_EQ(Vector3(), Vector3::Zero);
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EXPECT_V3_EQ(Vector3(), Vector3::Zero);
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}
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TEST(Vector3Test, V3_Constructor_XYZ)
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{
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Vector3 Input {0, 1, 0};
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EXPECT_EQ(Input, Vector3::Down);
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EXPECT_V3_EQ(Input, Vector3::Down);
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}
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TEST(Vector3Test, V3_Addition_Op) {
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Vector3 A {};
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Vector3 B {};
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Vector3 A {1,1,1};
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Vector3 B {2,2,2};
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {3,3,3};
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EXPECT_EQ(A + B, ExpectedResult);
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EXPECT_V3_EQ(A + B, ExpectedResult);
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}
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TEST(Vector3Test, V3_Addition_Method) {
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Vector3 A {};
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Vector3 B {};
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Vector3 A {1,1,1};
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Vector3 B {2,2,2};
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {3,3,3};
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EXPECT_EQ(A.Add(B), ExpectedResult);
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EXPECT_V3_EQ(A.Add(B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Addition_Static) {
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Vector3 A {};
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Vector3 B {};
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Vector3 A {1,1,1};
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Vector3 B {3,3,3};
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {4,4,4};
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EXPECT_EQ(Vector3::Add(A, B), ExpectedResult);
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EXPECT_V3_EQ(Vector3::Add(A, B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Subtract_Op) {
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Vector3 A {};
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Vector3 B {};
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Vector3 A {2,2,2};
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Vector3 B {.5f, .5f, .5f};
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {1.5f, 1.5f, 1.5f};
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EXPECT_EQ(A - B, ExpectedResult);
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EXPECT_V3_EQ(A - B, ExpectedResult);
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}
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TEST(Vector3Test, V3_Subtract_Method) {
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Vector3 A {};
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Vector3 B {};
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Vector3 A {3,3,3};
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Vector3 B {1,1,1};
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {2,2,2};
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EXPECT_EQ(A.Sub(B), ExpectedResult);
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EXPECT_V3_EQ(A.Sub(B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Subtract_Static) {
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Vector3 A {};
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Vector3 B {};
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Vector3 A {4,4,4};
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Vector3 B {1,1,1};
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {3,3,3};
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EXPECT_EQ(Vector3::Sub(A, B), ExpectedResult);
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EXPECT_V3_EQ(Vector3::Sub(A, B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Scalar_Mult_Op) {
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Vector3 A { };
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Vector3 A { 1,1,1};
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float B = 1.5f;
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {1.5f, 1.5f, 1.5f};
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EXPECT_EQ(A * B, ExpectedResult);
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EXPECT_V3_EQ(A * B, ExpectedResult);
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}
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TEST(Vector3Test, V3_Scalar_Mult_Method) {
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Vector3 A { };
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Vector3 A {3,3,3};
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float B = 1.5f;
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {4.5f, 4.5f, 4.5f};
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EXPECT_EQ(A.Mul(B), ExpectedResult);
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EXPECT_V3_EQ(A.Mul(B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Scalar_Mult_Static) {
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Vector3 A { };
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Vector3 A {2,2,2};
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float B = 1.5f;
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Vector3 ExpectedResult {};
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Vector3 ExpectedResult {3.f, 3.f, 3.f};
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EXPECT_EQ(Vector3::Mul(A, B), ExpectedResult);
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EXPECT_V3_EQ(Vector3::Mul(A, B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Scalar_Div_Op) {
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Vector3 A {};
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float B = 1.5f;
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Vector3 A {4,4,4};
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float B = 2.f;
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Vector3 ExpectedResult { };
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EXPECT_EQ(A / B, ExpectedResult);
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Vector3 ExpectedResult {2,2,2};
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EXPECT_V3_EQ(A / B, ExpectedResult);
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}
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TEST(Vector3Test, V3_Scalar_Div_Method) {
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Vector3 A { };
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float B = 1.5f;
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Vector3 ExpectedResult { };
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Vector3 A {6,6,6};
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float B = 2.f;
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Vector3 ExpectedResult { 3,3,3};
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EXPECT_EQ(A.Div(B), ExpectedResult);
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EXPECT_V3_EQ(A.Div(B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Scalar_Div_Static) {
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Vector3 A { };
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Vector3 A {3,3,3};
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float B = 1.5f;
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Vector3 ExpectedResult { };
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Vector3 ExpectedResult { 2.f, 2.f, 2.f};
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EXPECT_EQ(Vector3::Div(A, B), ExpectedResult);
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EXPECT_V3_EQ(Vector3::Div(A, B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Sizeof) {
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EXPECT_EQ(sizeof(Vector3), 12);
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@@ -116,12 +123,75 @@ TEST(Vector3Test, V3_NaN) {
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EXPECT_NE(Vector3(0, 0, 0), Vector3::NaN);
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}
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TEST(Vector3Test, V3_Min) {}
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TEST(Vector3Test, V3_Max) {}
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TEST(Vector3Test, V3_Clamp) {}
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TEST(Vector3Test, V3_DotProduct) {}
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TEST(Vector3Test, V3_CrossProduct) {}
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TEST(Vector3Test, V3_Project) {}
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TEST(Vector3Test, V3_Normalize) {}
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TEST(Vector3Test, V3_Lerp) {}
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TEST(Vector3Test, V3_AngleBetween) {}
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TEST(Vector3Test, V3_Min) {
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Vector3 Input {2,2,2};
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Vector3 Minimum {3,3,3};
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Vector3 ExpectedResult {2,2,2};
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EXPECT_V3_EQ(Input.Min(Minimum), ExpectedResult);
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}
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TEST(Vector3Test, V3_Max) {
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Vector3 Input {2,2,2};
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Vector3 Maximum {3,3,3};
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Vector3 ExpectedResult {3,3,3};
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EXPECT_V3_EQ(Input.Max(Maximum), ExpectedResult);
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}
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TEST(Vector3Test, V3_Clamp) {
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Vector3 Input {5,-1,8};
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Vector3 Minimum {1,1,1};
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Vector3 Maximum {5,5,5};
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Vector3 ExpectedResult {5,1,5};
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EXPECT_V3_EQ(Input.Clamp(Minimum, Maximum), ExpectedResult);
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}
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TEST(Vector3Test, V3_DotProduct) {
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Vector3 A{6,6,6};
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Vector3 B{1,1,1};
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float ExpectedResult = 1;
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EXPECT_FLOAT_EQ(A.Dot(B), ExpectedResult);
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}
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TEST(Vector3Test, V3_CrossProduct) {
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Vector3 A{1,1,1};
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Vector3 B{2,2,2};
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Vector3 ExpectedResult {0,0,0};
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EXPECT_V3_EQ(A.Cross(B), ExpectedResult);
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}
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TEST(Vector3Test, V3_Project) {
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Vector3 Base {};
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Vector3 Projection {};
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Vector3 ExpectedResult {};
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}
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TEST(Vector3Test, V3_Normalize) {
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Vector3 Input {2, 0, 0};
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Vector3 ExpectedResult {1, 0, 0};
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EXPECT_V3_EQ(Input.Normalize(), ExpectedResult);
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}
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TEST(Vector3Test, V3_Lerp)
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{
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Vector3 Start {};
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Vector3 Finish {};
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float Percent = 50;
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Vector3 ExpectedResult {};
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EXPECT_V3_EQ(Start.Lerp(Finish, Percent), ExpectedResult);
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}
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TEST(Vector3Test, V3_AngleBetween) {
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Vector3 A{ .5f, .5f, .5f};
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Vector3 B {.25f, .75f, .25f};
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A = A.Normalize();
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B = B.Normalize();
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LinearAlgebra::Angle2D ExpectedResult {-0.697914, -2.35619};
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std::cout << A.AngleBetween(B).x << ", " << A.AngleBetween(B).y << "";
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auto angle = A.AngleBetween(B);
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EXPECT_FLOAT_EQ(angle.x, ExpectedResult.x);
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EXPECT_FLOAT_EQ(angle.y, ExpectedResult.y);
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}
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Reference in New Issue
Block a user