Compare commits
4 Commits
pre-1
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
dea5735c87 | |||
cc9ff95daa | |||
a1d4df30c7 | |||
7429f0782f |
@@ -32,7 +32,8 @@ file(GLOB_RECURSE J3ML_SRC "src/J3ML/*.c" "src/J3ML/*.cpp")
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include_directories("include")
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add_library(J3ML SHARED ${J3ML_SRC}
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src/J3ML/LinearAlgebra/AxisAngle.cpp)
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src/J3ML/LinearAlgebra/AxisAngle.cpp
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include/J3ML/LinearAlgebra/Vector.h)
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set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
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install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})
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@@ -3,12 +3,13 @@
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#pragma once
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namespace Geometry {
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using Point2D = LinearAlgebra::Vector2;
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using Vector2 = LinearAlgebra::Vector2;
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using Vector3 = LinearAlgebra::Vector3;
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class LineSegment2D
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{
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Point2D A;
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Point2D B;
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Vector2 A;
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Vector2 B;
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};
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class Rectangle; //AABB2D;
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@@ -29,7 +30,7 @@ namespace Geometry {
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using Point3D = LinearAlgebra::Vector3;
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// A 3D axis-aligned bounding box
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// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
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@@ -44,18 +45,59 @@ namespace Geometry {
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class Line;
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class LineSegment
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{
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Point3D A;
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Point3D B;
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Vector3 A;
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Vector3 B;
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};
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class Ray
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{
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Point3D Origin;
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Point3D Direction;
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Vector3 Origin;
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Vector3 Direction;
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};
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class OBB;
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class Frustum;
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class Plane;
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class Plane
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{
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public:
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Vector3 Position;
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Vector3 Normal;
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float distance = 0.f;
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};
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class Frustum {
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public:
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Plane TopFace;
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Plane BottomFace;
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Plane RightFace;
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Plane LeftFace;
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Plane FarFace;
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Plane NearFace;
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};
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class Camera {
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public:
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Vector3 Position;
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Vector3 Front;
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Vector3 Right;
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Vector3 Up;
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};
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static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar)
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{
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const Vector3 frontMultFar = cam.Front * zFar;
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frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
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frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
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frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
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frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
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frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
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frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
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return frustum;
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}
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class Polygon;
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class Polyhedron;
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class QuadTree;
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@@ -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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@@ -12,7 +10,7 @@ namespace LinearAlgebra {
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* The elements of this matrix are
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* m_00, m_01, m_02, m_03
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* m_10, m_11, m_12, m_13
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* m_20, m_21, m_22, m_23,
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* m_20, m_21, m_22, xm_23,
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* m_30, m_31, m_32, m_33
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*
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* The element m_yx is the value on the row y and column x.
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@@ -20,8 +18,42 @@ namespace LinearAlgebra {
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*/
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class Matrix4x4 {
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public:
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enum { Rows = 4 };
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enum { Cols = 4 };
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static const Matrix4x4 Zero;
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static const Matrix4x4 Identity;
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static const Matrix4x4 NaN;
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Matrix4x4() {}
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Matrix4x4(float val);
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Matrix4x4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33);
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Matrix4x4(const Vector4& r1, const Vector4& r2, const Vector4& r3, const Vector4& r4);
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explicit Matrix4x4(const Quaternion& orientation);
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Vector4 GetRow(int index) const;
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Vector4 GetColumn(int index) const;
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float At(int x, int y) const;
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Vector4 Diagonal() const;
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Vector4 WorldX() const;
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Vector4 WorldY() const;
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Vector4 WorldZ() const;
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/// Computes the determinant of this matrix.
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// If the determinant is nonzero, this matrix is invertible.
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float Determinant() const;
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Matrix4x4 Inverse() const;
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Matrix4x4 Transpose() const;
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Vector2 Transform(const Vector2& rhs) const;
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Vector3 Transform(const Vector3& rhs) const;
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Vector4 Transform(const Vector4& rhs) const;
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Vector3 GetTranslationComponent() const;
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Matrix3x3 GetRotationComponent() const;
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13
include/J3ML/LinearAlgebra/Vector.h
Normal file
13
include/J3ML/LinearAlgebra/Vector.h
Normal file
@@ -0,0 +1,13 @@
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#pragma once
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template <typename T, int Dims>
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class templated_vector
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{
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};
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using v2f = templated_vector<float, 2>;
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using v3f = templated_vector<float, 3>;
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using v4f = templated_vector<float, 4>;
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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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2
main.cpp
2
main.cpp
@@ -1,5 +1,5 @@
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#include <iostream>
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#include <J3ML/Geometry.h>
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int main(int argc, char** argv)
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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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@@ -1,5 +1,80 @@
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
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#include <J3ML/LinearAlgebra/Vector4.h>
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namespace LinearAlgebra {
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const Matrix4x4 Matrix4x4::Zero = Matrix4x4(0);
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const Matrix4x4 Matrix4x4::Identity = Matrix4x4({1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1});
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const Matrix4x4 Matrix4x4::NaN = Matrix4x4(NAN);
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Matrix4x4::Matrix4x4(const Vector4 &r1, const Vector4 &r2, const Vector4 &r3, const Vector4 &r4) {
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this->elems[0][0] = r1.x;
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this->elems[0][1] = r1.y;
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this->elems[0][2] = r1.z;
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this->elems[0][3] = r1.w;
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this->elems[1][0] = r2.x;
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this->elems[1][1] = r2.y;
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this->elems[1][2] = r2.z;
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this->elems[1][3] = r2.w;
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this->elems[2][0] = r3.x;
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this->elems[2][1] = r3.y;
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this->elems[2][2] = r3.z;
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this->elems[2][3] = r3.w;
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this->elems[3][0] = r4.x;
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this->elems[3][1] = r4.y;
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this->elems[3][2] = r4.z;
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this->elems[3][3] = r4.w;
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}
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Matrix4x4::Matrix4x4(float val) {
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this->elems[0][0] = val;
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this->elems[0][1] = val;
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this->elems[0][2] = val;
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this->elems[0][3] = val;
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this->elems[1][0] = val;
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this->elems[1][1] = val;
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this->elems[1][2] = val;
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this->elems[1][3] = val;
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this->elems[2][0] = val;
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this->elems[2][1] = val;
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this->elems[2][2] = val;
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this->elems[2][3] = val;
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this->elems[3][0] = val;
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this->elems[3][1] = val;
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this->elems[3][2] = val;
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this->elems[3][3] = val;
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}
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Matrix4x4::Matrix4x4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33) {
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this->elems[0][0] = m00;
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this->elems[0][1] = m01;
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this->elems[0][2] = m02;
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this->elems[0][3] = m03;
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this->elems[1][0] = m10;
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this->elems[1][1] = m11;
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this->elems[1][2] = m12;
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this->elems[1][3] = m13;
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this->elems[2][0] = m20;
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this->elems[2][1] = m21;
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this->elems[2][2] = m22;
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this->elems[2][3] = m23;
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this->elems[3][0] = m30;
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this->elems[3][1] = m31;
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this->elems[3][2] = m32;
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this->elems[3][3] = m33;
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}
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Matrix4x4::Matrix4x4(const Quaternion &orientation) {
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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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}
|
@@ -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};
|
||||
|
||||
Vector3 ExpectedResult {};
|
||||
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 {};
|
||||
Vector3 B {};
|
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Vector3 A {2,2,2};
|
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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 {-0.69791365, -2.3561945};
|
||||
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);
|
||||
}
|
||||
|
Reference in New Issue
Block a user