Added Vector2
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@ -15,12 +15,13 @@ set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(googletest)
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include_directories(include)
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add_library(VectorAlgebra STATIC "src/Vector3.cpp" "src/Quaternion.cpp")
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add_library(VectorAlgebra STATIC "src/Vector2.cpp" "src/Vector3.cpp" "src/Quaternion.cpp" )
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enable_testing()
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add_executable(
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VectorAlgebraTest
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"test/Vector2_test.cc"
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"test/Vector3_test.cc"
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"test/Quaternion_test.cc"
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)
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222
include/Vector2.h
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222
include/Vector2.h
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// This Source Code Form is subject to the terms of the Mozilla Public
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// License, v. 2.0.If a copy of the MPL was not distributed with this
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// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
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#ifndef VECTOR2_H
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#define VECTOR2_H
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extern "C" {
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/// <summary>
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/// 2-dimensional Vector representation
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/// </summary>
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/// This is a C-style implementation
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/// This uses the right-handed coordinate system.
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typedef struct Vec2 {
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/// <summary>
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/// The right axis of the vector
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/// </summary>
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float x;
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/// <summary>
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/// The upward/forward axis of the vector
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/// </summary>
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float y;
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} Vec2;
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}
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/// <summary>
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/// A 2-dimensional vector
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/// </summary>
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/// This uses the right-handed coordinate system.
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struct Vector2 : Vec2 {
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public:
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/// <summary>
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/// Create a new 2-dimensinal zero vector
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/// </summary>
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Vector2();
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/// <summary>
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/// Create a new 2-dimensional vector
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/// </summary>
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/// <param name="x">x axis value</param>
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/// <param name="y">y axis value</param>
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Vector2(float x, float y);
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/// <summary>
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/// Create a vector from C-style Vec2
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/// </summary>
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/// <param name="v">The C-style Vec</param>
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Vector2(Vec2 v);
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~Vector2();
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/// <summary>
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/// A vector with zero for all axis
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/// </summary>
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const static Vector2 zero;
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/// <summary>
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/// A vector with values (1, 0)
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/// </summary>
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const static Vector2 right;
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/// <summary>
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/// A vector3 with values (-1, 0)
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/// </summary>
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const static Vector2 left;
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/// <summary>
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/// A vector with values (0, 1)
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/// </summary>
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const static Vector2 up;
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/// <summary>
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/// A vector with values (0, -1)
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/// </summary>
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const static Vector2 down;
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/// <summary>
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/// A vector with values (0, 1)
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/// </summary>
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const static Vector2 forward;
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/// <summary>
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/// A vector with values (0, -1)
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/// </summary>
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const static Vector2 back;
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/// <summary>
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/// The length of a vector
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/// </summary>
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/// <param name="vector">The vector for which you need the length</param>
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/// <returns>The length of the given vector</returns>
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static float Magnitude(const Vector2& vector);
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/// <summary>
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/// The length of this vector
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/// </summary>
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/// <returns>The length of this vector</returns>
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float magnitude() const;
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/// <summary>
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/// The squared length of a vector
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/// </summary>
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/// <param name="vector">The vector for which you need the squared length</param>
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/// <returns>The squatred length</returns>
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/// The squared length is computationally simpler than the real length.
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/// Think of Pythagoras A^2 + B^2 = C^2.
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/// This leaves out the calculation of the squared root of C.
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static float SqrMagnitude(const Vector2& vector);
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/// <summary>
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/// The squared length of this vector
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/// </summary>
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/// <returns>The squared length</returns>
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/// The squared length is computationally simpler than the real length.
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/// Think of Pythagoras A^2 + B^2 = C^2.
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/// This leaves out the calculation of the squared root of C.
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float sqrMagnitude() const;
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/// <summary>
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/// Connvert a vector to a length of 1
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/// </summary>
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/// <param name="vector">The vector to convert</param>
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/// <returns>The vector with length 1</returns>
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static Vector2 Normalize(Vector2 vector);
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/// <summary>
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/// Convert the vector to a length of a
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/// </summary>
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/// <returns>The vector with length 1</returns>
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Vector2 normalized() const;
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/// <summary>
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/// Negate the vector
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/// </summary>
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/// <returns>The negated vector</returns>
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/// This will result in a vector pointing in the opposite direction
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Vector2 operator -();
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/// <summary>
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/// Subtract a vector from this vector
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/// </summary>
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/// <param name="vector">The vector to subtract from this vector</param>
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/// <returns>The result of the subtraction</returns>
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Vector2 operator -(const Vector2& vector) const;
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/// <summary>
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/// Add another vector to this vector
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/// </summary>
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/// <param name="vector2">The vector to add</param>
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/// <returns>The result of adding the vector</returns>
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Vector2 operator +(const Vector2& vector2) const;
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/// <summary>
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/// Scale a vector using another vector
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/// </summary>
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/// <param name="vector1">The vector to scale</param>
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/// <param name="vector2">A vector with scaling factors</param>
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/// <returns>The scaled vector</returns>
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/// Each component of the vector v1 will be multiplied with the
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/// component from the scaling vector v2.
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static Vector2 Scale(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Scale a vector uniformly up
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/// </summary>
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/// <param name="factor">The scaling factor</param>
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/// <returns>The scaled vector</returns>
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/// Each component of the vector will be multipled with the same factor.
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Vector2 operator *(float factor) const;
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/// <summary>
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/// Scale a vector uniformy down
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/// </summary>
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/// <param name="factor">The scaling factor</param>
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/// <returns>The scaled vector</returns>
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/// Each componet of the vector will be divided by the same factor.
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Vector2 operator /(const float& factor);
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/// <summary>
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/// The dot product of two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vector</param>
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/// <returns>The dot product of the two vectors</returns>
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static float Dot(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Check is this vector is equal to the given vector
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/// </summary>
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/// <param name="vector">The vector to check against</param>
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/// <returns>True if it is identical to the given vector</returns>
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/// Note this uses float comparison to check equality which
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/// may have strange effects. Equality on float should be avoided.
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bool operator ==(const Vector2& vector);
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/// <summary>
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/// The distance between two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vectors</param>
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/// <returns>The distance between the two vectors</returns>
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static float Distance(const Vector2& vector1, const Vector2& vector2);
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/// <summary>
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/// Calculate the angle between two vectors
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/// </summary>
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/// <param name="vector1">The first vector</param>
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/// <param name="vector2">The second vector</param>
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/// <returns></returns>
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/// This reterns an unsigned angle which is the shortest distance
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/// between the two vectors. Use Vector3::SignedAngle if a
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/// signed angle is needed.
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static float Angle(Vector2 vector1, Vector2 vector2);
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/// <summary>
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/// Calculate the angle between two vectors rotation around an axis.
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/// </summary>
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/// <param name="from">The starting vector</param>
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/// <param name="to">The ending vector</param>
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/// <param name="axis">The axis to rotate around</param>
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/// <returns>The signed angle</returns>
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static float SignedAngle(Vector2 from, Vector2 to);
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/// <summary>
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/// Lerp between two vectors
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/// </summary>
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/// <param name="from">The from vector</param>
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/// <param name="to">The to vector</param>
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/// <param name="f">The interpolation distance (0..1)</param>
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/// <returns>The lerped vector</returns>
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/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1 matches the *to* vector
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/// Value -1 is *from* vector minus the difference between *from* and *to* etc.
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static Vector2 Lerp(Vector2 from, Vector2 to, float f);
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};
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#endif
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src/Vector2.cpp
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src/Vector2.cpp
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// This Source Code Form is subject to the terms of the Mozilla Public
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// License, v. 2.0.If a copy of the MPL was not distributed with this
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// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
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#include <math.h>
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#include "Vector2.h"
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const float Deg2Rad = 0.0174532924F;
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const float Rad2Deg = 57.29578F;
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const float epsilon = 1E-05f;
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Vector2::Vector2() {
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x = 0;
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y = 0;
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}
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Vector2::Vector2(float _x, float _y) {
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x = _x;
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y = _y;
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}
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Vector2::Vector2(Vec2 v) {
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x = v.x;
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y = v.y;
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}
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Vector2::~Vector2() {
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}
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const Vector2 Vector2::zero = Vector2(0, 0);
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const Vector2 Vector2::right = Vector2(1, 0);
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const Vector2 Vector2::left = Vector2(-1, 0);
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const Vector2 Vector2::up = Vector2(0, 1);
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const Vector2 Vector2::down = Vector2(0, -1);
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const Vector2 Vector2::forward = Vector2(0, 1);
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const Vector2 Vector2::back = Vector2(0, -1);
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float Vector2::Magnitude(const Vector2& a) {
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return sqrtf(a.x * a.x + a.y * a.y);
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}
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float Vector2::magnitude() const {
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return (float)sqrtf(x * x + y * y);
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}
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float Vector2::SqrMagnitude(const Vector2& a) {
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return a.x * a.x + a.y * a.y;
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}
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float Vector2::sqrMagnitude() const {
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return(x * x + y * y);
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}
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Vector2 Vector2::Normalize(Vector2 v) {
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float num = Vector2::Magnitude(v);
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Vector2 result = Vector2::zero;
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if (num > epsilon) {
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result = v / num;
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}
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return result;
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}
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Vector2 Vector2::normalized() const {
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float num = this->magnitude();
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Vector2 result = Vector2::zero;
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if (num > epsilon) {
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result = ((Vector2)*this) / num;
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}
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return result;
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}
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Vector2 Vector2::operator -(const Vector2& v2) const {
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return Vector2(this->x - v2.x, this->y - v2.y);
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}
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Vector2 Vector2::operator -() {
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return Vector2(-this->x, -this->y);
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}
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Vector2 Vector2::operator +(const Vector2& v2) const {
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return Vector2(this->x + v2.x, this->y + v2.y);
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}
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Vector2 Vector2::Scale(const Vector2& p1, const Vector2& p2) {
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return Vector2(p1.x * p2.x, p1.y * p2.y);
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}
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Vector2 Vector2::operator *(float f) const {
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return Vector2(this->x * f, this->y * f);
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}
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Vector2 Vector2::operator/(const float& d) {
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return Vector2(this->x / d, this->y / d);
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}
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float Vector2::Dot(const Vector2& v1, const Vector2& v2) {
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return v1.x * v2.x + v1.y * v2.y;
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}
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bool Vector2::operator==(const Vector2& v) {
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return (this->x == v.x && this->y == v.y);
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}
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float Vector2::Distance(const Vector2& p1, const Vector2& p2) {
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return Magnitude(p1 - p2);
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}
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float Vector2::Angle(Vector2 from, Vector2 to) {
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return (float) fabs(SignedAngle(from, to));
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}
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float Vector2::SignedAngle(Vector2 from, Vector2 to) {
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float sqrMagFrom = from.sqrMagnitude();
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float sqrMagTo = to.sqrMagnitude();
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if (sqrMagFrom == 0 || sqrMagTo == 0)
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return 0;
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if (!isfinite(sqrMagFrom) || !isfinite(sqrMagTo))
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return nanf("");
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float angleFrom = atan2(from.y, from.x);
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float angleTo = atan2(to.y, to.x);
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return (angleTo - angleFrom) * Rad2Deg;
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}
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static Vector2 Lerp(Vector2 from, Vector2 to, float f) {
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Vector2 v = from + (to - from) * f;
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return v;
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}
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test/Vector2_test.cc
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test/Vector2_test.cc
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#if GTEST
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#include <gtest/gtest.h>
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#include <math.h>
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#include <limits>
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#include "Vector2.h"
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#define FLOAT_INFINITY std::numeric_limits<float>::infinity()
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TEST(Vector2, Magnitude) {
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Vector2 v = Vector2(1, 2);
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float m = 0;
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m = v.magnitude();
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EXPECT_FLOAT_EQ(m, 2.236068F) << "v.magnitude 1 2";
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m = Vector2::Magnitude(v);
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EXPECT_FLOAT_EQ(m, 2.236068F) << "Vector2::Magnitude 1 2";
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v = Vector2(-1, -2);
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m = v.magnitude();
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EXPECT_FLOAT_EQ(m, 2.236068F) << "v.magnitude -1 -2";
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v = Vector2(0, 0);
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m = v.magnitude();
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EXPECT_FLOAT_EQ(m, 0) << "v.magnitude 0 0 ";
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if (std::numeric_limits<float>::is_iec559) {
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v = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
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m = v.magnitude();
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EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.magnitude INFINITY INFINITY ";
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v = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
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m = v.magnitude();
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EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.magnitude -INFINITY -INFINITY ";
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}
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}
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TEST(Vector2, SqrMagnitude) {
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Vector2 v = Vector2(1, 2);
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float m = 0;
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m = v.sqrMagnitude();
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EXPECT_FLOAT_EQ(m, 5) << "v.sqrMagnitude 1 2";
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m = Vector2::SqrMagnitude(v);
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EXPECT_FLOAT_EQ(m, 5) << "Vector2::SqrMagnitude 1 2";
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v = Vector2(-1, -2);
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m = v.sqrMagnitude();
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EXPECT_FLOAT_EQ(m, 5) << "v.sqrMagnitude -1 -2";
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v = Vector2(0, 0);
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m = v.sqrMagnitude();
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EXPECT_FLOAT_EQ(m, 0) << "v.sqrMagnitude 0 0 ";
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if (std::numeric_limits<float>::is_iec559) {
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v = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
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m = v.sqrMagnitude();
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EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.sqrMagnitude INFINITY INFINITY ";
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v = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
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m = v.sqrMagnitude();
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EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.sqrMagnitude -INFINITY -INFINITY ";
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}
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}
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TEST(Vector2, Normalize) {
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bool r = false;
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Vector2 v1 = Vector2(0, 2);
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Vector2 v = Vector2::zero;
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v = v1.normalized();
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EXPECT_TRUE(v == Vector2(0, 1)) << "v.normalized 0 2";
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v = Vector2::Normalize(v1);
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EXPECT_TRUE(v == Vector2(0, 1)) << "Vector3::Normalize 0 2";
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v1 = Vector2(0, -2);
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v = v1.normalized();
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EXPECT_TRUE(v == Vector2(0, -1)) << "v.normalized 0 -2";
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v1 = Vector2(0, 0);
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v = v1.normalized();
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EXPECT_TRUE(v == Vector2(0, 0)) << "v.normalized 0 0";
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if (std::numeric_limits<float>::is_iec559) {
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v1 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
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v = v1.normalized();
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r = isnan(v.x) && isnan(v.y);
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EXPECT_TRUE(r) << "v.normalized INFINITY INFINITY";
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v1 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
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v = v1.normalized();
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r = isnan(v.x) && isnan(v.y);
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EXPECT_TRUE(r) << "v.normalized -INFINITY -INFINITY";
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}
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}
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TEST(Vector2, Negate) {
|
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bool r = false;
|
||||
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v = Vector2::zero;
|
||||
|
||||
v = -v1;
|
||||
EXPECT_TRUE(v == Vector2(-4, -5)) << "- 4 5";
|
||||
|
||||
v1 = Vector2(-4, -5);
|
||||
v = -v1;
|
||||
EXPECT_TRUE(v == Vector2(4, 5)) << "- -4 -5";
|
||||
|
||||
v1 = Vector2(0, 0);
|
||||
v = -v1;
|
||||
EXPECT_TRUE(v == Vector2(0, 0)) << "- 0 0";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v1 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
v = -v1;
|
||||
EXPECT_TRUE(v == Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY)) << "- INFINITY INFINITY";
|
||||
|
||||
v1 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
v = -v1;
|
||||
EXPECT_TRUE(v == Vector2(FLOAT_INFINITY, FLOAT_INFINITY)) << "- -INFINITY -INFINITY";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Subtract) {
|
||||
bool r = false;
|
||||
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
Vector2 v = Vector2::zero;
|
||||
|
||||
v = v1 - v2;
|
||||
EXPECT_TRUE(v == Vector2(3, 3)) << "4 5 - 1 2";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
v = v1 - v2;
|
||||
EXPECT_TRUE(v == Vector2(5, 7)) << "4 5 - -1 -2";
|
||||
|
||||
v2 = Vector2(4, 5);
|
||||
v = v1 - v2;
|
||||
EXPECT_TRUE(v == Vector2(0, 0)) << "4 5 - 4 5";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
v = v1 - v2;
|
||||
EXPECT_TRUE(v == Vector2(4, 5)) << "4 5 - 0 0";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
v = v1 - v2;
|
||||
EXPECT_TRUE(v == Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY)) << "4 5 - INFINITY INFINITY";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
v = v1 - v2;
|
||||
EXPECT_TRUE(v == Vector2(FLOAT_INFINITY, FLOAT_INFINITY)) << "4 5 - -INFINITY -INFINITY";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Addition) {
|
||||
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
Vector2 v = Vector2::zero;
|
||||
bool r = false;
|
||||
|
||||
v = v1 + v2;
|
||||
EXPECT_TRUE(v == Vector2(5, 7)) << "4 5 + 1 2";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
v = v1 + v2;
|
||||
EXPECT_TRUE(v == Vector2(3, 3)) << "4 5 + -1 -2";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
v = v1 + v2;
|
||||
EXPECT_TRUE(v == Vector2(4, 5)) << "4 5 + 0 0";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
v = v1 + v2;
|
||||
EXPECT_TRUE(v == Vector2(FLOAT_INFINITY, FLOAT_INFINITY)) << "4 5 + INFINITY INFINITY";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
v = v1 + v2;
|
||||
EXPECT_TRUE(v == Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY)) << "4 5 + -INFINITY -INFINITY";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
TEST(Vector2, Scale) {
|
||||
bool r = false;
|
||||
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
Vector2 v = Vector2::zero;
|
||||
|
||||
v = Vector2::Scale(v1, v2);
|
||||
EXPECT_TRUE(v == Vector2(4, 10)) << "Scale 4 5 , 1 2";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
v = Vector2::Scale(v1, v2);
|
||||
EXPECT_TRUE(v == Vector2(-4, -10)) << "Scale 4 5 , -1 -2";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
v = Vector2::Scale(v1, v2);
|
||||
EXPECT_TRUE(v == Vector2(0, 0)) << "Scale 4 5 , 0 0";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
v = Vector2::Scale(v1, v2);
|
||||
EXPECT_TRUE(v == Vector2(FLOAT_INFINITY, FLOAT_INFINITY)) << "4 5 + INFINITY INFINITY";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
v = Vector2::Scale(v1, v2);
|
||||
EXPECT_TRUE(v == Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY)) << "4 5 + -INFINITY -INFINITY";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Multiply) {
|
||||
bool r = false;
|
||||
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
float f = 3;
|
||||
Vector2 v = Vector2::zero;
|
||||
|
||||
v = v1 * f;
|
||||
EXPECT_TRUE(v == Vector2(12, 15)) << "4 5 * 3";
|
||||
|
||||
f = -3;
|
||||
v = v1 * f;
|
||||
EXPECT_TRUE(v == Vector2(-12, -15)) << "4 5 * -3";
|
||||
|
||||
f = 0;
|
||||
v = v1 * f;
|
||||
EXPECT_TRUE(v == Vector2(0, 0)) << "4 5 * 0";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
f = FLOAT_INFINITY;
|
||||
v = v1 * f;
|
||||
EXPECT_TRUE(v == Vector2(FLOAT_INFINITY, FLOAT_INFINITY)) << "4 5 * INFINITY";
|
||||
|
||||
f = -FLOAT_INFINITY;
|
||||
v = v1 * f;
|
||||
EXPECT_TRUE(v == Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY)) << "4 5 * -INFINITY";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Divide) {
|
||||
bool r = false;
|
||||
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
float f = 2;
|
||||
Vector2 v = Vector2::zero;
|
||||
|
||||
v = v1 / f;
|
||||
EXPECT_TRUE(v == Vector2(2, 2.5F)) << "4 5 / 3";
|
||||
|
||||
f = -2;
|
||||
v = v1 / f;
|
||||
EXPECT_TRUE(v == Vector2(-2, -2.5F)) << "4 5 / -3";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
f = 0;
|
||||
v = v1 / f;
|
||||
EXPECT_TRUE(v == Vector2(FLOAT_INFINITY, FLOAT_INFINITY)) << "4 5 / 0";
|
||||
|
||||
f = FLOAT_INFINITY;
|
||||
v = v1 / f;
|
||||
EXPECT_TRUE(v == Vector2(0, 0)) << "4 5 / INFINITY";
|
||||
|
||||
f = -FLOAT_INFINITY;
|
||||
v = v1 / f;
|
||||
EXPECT_TRUE(v == Vector2(0, 0)) << "4 5 / -INFINITY";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Dot) {
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
float f = 0;
|
||||
|
||||
f = Vector2::Dot(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 14) << "Dot(4 5, 1 2)";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
f = Vector2::Dot(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, -14) << "Dot(4 5, -1 -2)";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
f = Vector2::Dot(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 0) << "Dot(4 5, 0 0)";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
f = Vector2::Dot(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, FLOAT_INFINITY) << "Dot(4 5, INFINITY INFINITY)";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
f = Vector2::Dot(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, -FLOAT_INFINITY) << "Dot(4 5, -INFINITY -INFINITY)";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Equality) {
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
bool r = false;
|
||||
|
||||
r = v1 == v2;
|
||||
EXPECT_FALSE(r) << "4 5 == 1 2";
|
||||
|
||||
v2 = Vector2(4, 5);
|
||||
r = v1 == v2;
|
||||
EXPECT_TRUE(r) << "4 5 == 1 2";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
r = v1 == v2;
|
||||
EXPECT_FALSE(r) << "4 5 == INFINITY INFINITY";
|
||||
|
||||
v1 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
r = v1 == v2;
|
||||
EXPECT_FALSE(r) << "-INFINITY -INFINITY == INFINITY INFINITY";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Distance) {
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
float f = 0;
|
||||
|
||||
f = Vector2::Distance(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 4.24264F) << "Distance(4 5, 1 2)";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
f = Vector2::Distance(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 8.602325F) << "Distance(4 5, -1 -2)";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
f = Vector2::Distance(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 6.403124F) << "Distance(4 5, 0 0)";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
f = Vector2::Distance(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, FLOAT_INFINITY) << "Distance(4 5, INFINITY INFINITY)";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
f = Vector2::Distance(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, FLOAT_INFINITY) << "Distance(4 5, -INFINITY -INFINITY)";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, Angle) {
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
float f = 0;
|
||||
bool r = false;
|
||||
|
||||
f = Vector2::Angle(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 12.09476F) << "Angle(4 5, 1 2)";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
f = Vector2::Angle(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 167.9052F) << "Angle(4 5, -1 -2)";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
f = Vector2::Angle(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 0) << "Angle(4 5, 0 0)";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
f = Vector2::Angle(v1, v2);
|
||||
r = isnan(f);
|
||||
EXPECT_TRUE(r) << "Angle(4 5, INFINITY INFINITY)";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
f = Vector2::Angle(v1, v2);
|
||||
r = isnan(f);
|
||||
EXPECT_TRUE(r) << "Angle(4 5, -INFINITY -INFINITY)";
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Vector2, SignedAngle) {
|
||||
Vector2 v1 = Vector2(4, 5);
|
||||
Vector2 v2 = Vector2(1, 2);
|
||||
float f = 0;
|
||||
bool r = false;
|
||||
|
||||
f = Vector2::SignedAngle(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 12.09476F) << "SignedAngle(4 5, 1 2)";
|
||||
|
||||
v2 = Vector2(-1, -2);
|
||||
f = Vector2::SignedAngle(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, -167.9052F) << "SignedAngle(4 5, -1 -2)";
|
||||
|
||||
v2 = Vector2(0, 0);
|
||||
f = Vector2::SignedAngle(v1, v2);
|
||||
EXPECT_FLOAT_EQ(f, 0) << "SignedAngle(4 5, 0 0)";
|
||||
|
||||
if (std::numeric_limits<float>::is_iec559) {
|
||||
v2 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
|
||||
f = Vector2::SignedAngle(v1, v2);
|
||||
r = isnan(f);
|
||||
EXPECT_TRUE(r) << "SignedAngle(4 5, INFINITY INFINITY)";
|
||||
|
||||
v2 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
|
||||
f = Vector2::SignedAngle(v1, v2);
|
||||
r = isnan(f);
|
||||
EXPECT_TRUE(r) << "SignedAngle(4 5, -INFINITY -INFINITY)";
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//TEST(Vector2, DISABLED_Lerp) {
|
||||
//
|
||||
//}
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user