diff --git a/CMakeLists.txt b/CMakeLists.txt
index 777d4cf..7968141 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -15,12 +15,13 @@ set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(googletest)
include_directories(include)
-add_library(VectorAlgebra STATIC "src/Vector3.cpp" "src/Quaternion.cpp")
+add_library(VectorAlgebra STATIC "src/Vector2.cpp" "src/Vector3.cpp" "src/Quaternion.cpp" )
enable_testing()
add_executable(
VectorAlgebraTest
+ "test/Vector2_test.cc"
"test/Vector3_test.cc"
"test/Quaternion_test.cc"
)
diff --git a/include/Vector2.h b/include/Vector2.h
new file mode 100644
index 0000000..ec8d274
--- /dev/null
+++ b/include/Vector2.h
@@ -0,0 +1,222 @@
+// This Source Code Form is subject to the terms of the Mozilla Public
+// License, v. 2.0.If a copy of the MPL was not distributed with this
+// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
+
+#ifndef VECTOR2_H
+#define VECTOR2_H
+
+extern "C" {
+ ///
+ /// 2-dimensional Vector representation
+ ///
+ /// This is a C-style implementation
+ /// This uses the right-handed coordinate system.
+ typedef struct Vec2 {
+ ///
+ /// The right axis of the vector
+ ///
+ float x;
+ ///
+ /// The upward/forward axis of the vector
+ ///
+ float y;
+
+ } Vec2;
+}
+
+///
+/// A 2-dimensional vector
+///
+/// This uses the right-handed coordinate system.
+struct Vector2 : Vec2 {
+public:
+ ///
+ /// Create a new 2-dimensinal zero vector
+ ///
+ Vector2();
+ ///
+ /// Create a new 2-dimensional vector
+ ///
+ /// x axis value
+ /// y axis value
+ Vector2(float x, float y);
+ ///
+ /// Create a vector from C-style Vec2
+ ///
+ /// The C-style Vec
+ Vector2(Vec2 v);
+
+ ~Vector2();
+
+ ///
+ /// A vector with zero for all axis
+ ///
+ const static Vector2 zero;
+ ///
+ /// A vector with values (1, 0)
+ ///
+ const static Vector2 right;
+ ///
+ /// A vector3 with values (-1, 0)
+ ///
+ const static Vector2 left;
+ ///
+ /// A vector with values (0, 1)
+ ///
+ const static Vector2 up;
+ ///
+ /// A vector with values (0, -1)
+ ///
+ const static Vector2 down;
+ ///
+ /// A vector with values (0, 1)
+ ///
+ const static Vector2 forward;
+ ///
+ /// A vector with values (0, -1)
+ ///
+ const static Vector2 back;
+
+ ///
+ /// The length of a vector
+ ///
+ /// The vector for which you need the length
+ /// The length of the given vector
+ static float Magnitude(const Vector2& vector);
+ ///
+ /// The length of this vector
+ ///
+ /// The length of this vector
+ float magnitude() const;
+ ///
+ /// The squared length of a vector
+ ///
+ /// The vector for which you need the squared length
+ /// The squatred length
+ /// The squared length is computationally simpler than the real length.
+ /// Think of Pythagoras A^2 + B^2 = C^2.
+ /// This leaves out the calculation of the squared root of C.
+ static float SqrMagnitude(const Vector2& vector);
+ ///
+ /// The squared length of this vector
+ ///
+ /// The squared length
+ /// The squared length is computationally simpler than the real length.
+ /// Think of Pythagoras A^2 + B^2 = C^2.
+ /// This leaves out the calculation of the squared root of C.
+ float sqrMagnitude() const;
+ ///
+ /// Connvert a vector to a length of 1
+ ///
+ /// The vector to convert
+ /// The vector with length 1
+ static Vector2 Normalize(Vector2 vector);
+ ///
+ /// Convert the vector to a length of a
+ ///
+ /// The vector with length 1
+ Vector2 normalized() const;
+
+ ///
+ /// Negate the vector
+ ///
+ /// The negated vector
+ /// This will result in a vector pointing in the opposite direction
+ Vector2 operator -();
+ ///
+ /// Subtract a vector from this vector
+ ///
+ /// The vector to subtract from this vector
+ /// The result of the subtraction
+ Vector2 operator -(const Vector2& vector) const;
+
+ ///
+ /// Add another vector to this vector
+ ///
+ /// The vector to add
+ /// The result of adding the vector
+ Vector2 operator +(const Vector2& vector2) const;
+
+ ///
+ /// Scale a vector using another vector
+ ///
+ /// The vector to scale
+ /// A vector with scaling factors
+ /// The scaled vector
+ /// Each component of the vector v1 will be multiplied with the
+ /// component from the scaling vector v2.
+ static Vector2 Scale(const Vector2& vector1, const Vector2& vector2);
+ ///
+ /// Scale a vector uniformly up
+ ///
+ /// The scaling factor
+ /// The scaled vector
+ /// Each component of the vector will be multipled with the same factor.
+ Vector2 operator *(float factor) const;
+ ///
+ /// Scale a vector uniformy down
+ ///
+ /// The scaling factor
+ /// The scaled vector
+ /// Each componet of the vector will be divided by the same factor.
+ Vector2 operator /(const float& factor);
+
+ ///
+ /// The dot product of two vectors
+ ///
+ /// The first vector
+ /// The second vector
+ /// The dot product of the two vectors
+ static float Dot(const Vector2& vector1, const Vector2& vector2);
+
+ ///
+ /// Check is this vector is equal to the given vector
+ ///
+ /// The vector to check against
+ /// True if it is identical to the given vector
+ /// Note this uses float comparison to check equality which
+ /// may have strange effects. Equality on float should be avoided.
+ bool operator ==(const Vector2& vector);
+
+ ///
+ /// The distance between two vectors
+ ///
+ /// The first vector
+ /// The second vectors
+ /// The distance between the two vectors
+ static float Distance(const Vector2& vector1, const Vector2& vector2);
+
+ ///
+ /// Calculate the angle between two vectors
+ ///
+ /// The first vector
+ /// The second vector
+ ///
+ /// This reterns an unsigned angle which is the shortest distance
+ /// between the two vectors. Use Vector3::SignedAngle if a
+ /// signed angle is needed.
+ static float Angle(Vector2 vector1, Vector2 vector2);
+
+ ///
+ /// Calculate the angle between two vectors rotation around an axis.
+ ///
+ /// The starting vector
+ /// The ending vector
+ /// The axis to rotate around
+ /// The signed angle
+ static float SignedAngle(Vector2 from, Vector2 to);
+
+ ///
+ /// Lerp between two vectors
+ ///
+ /// The from vector
+ /// The to vector
+ /// The interpolation distance (0..1)
+ /// The lerped vector
+ /// The factor f is unclamped. Value 0 matches the *from* vector, Value 1 matches the *to* vector
+ /// Value -1 is *from* vector minus the difference between *from* and *to* etc.
+ static Vector2 Lerp(Vector2 from, Vector2 to, float f);
+
+};
+
+#endif
\ No newline at end of file
diff --git a/src/Vector2.cpp b/src/Vector2.cpp
new file mode 100644
index 0000000..971ecab
--- /dev/null
+++ b/src/Vector2.cpp
@@ -0,0 +1,126 @@
+// This Source Code Form is subject to the terms of the Mozilla Public
+// License, v. 2.0.If a copy of the MPL was not distributed with this
+// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
+
+#include
+#include "Vector2.h"
+
+const float Deg2Rad = 0.0174532924F;
+const float Rad2Deg = 57.29578F;
+const float epsilon = 1E-05f;
+
+Vector2::Vector2() {
+ x = 0;
+ y = 0;
+}
+
+Vector2::Vector2(float _x, float _y) {
+ x = _x;
+ y = _y;
+}
+
+Vector2::Vector2(Vec2 v) {
+ x = v.x;
+ y = v.y;
+}
+
+Vector2::~Vector2() {
+}
+
+const Vector2 Vector2::zero = Vector2(0, 0);
+const Vector2 Vector2::right = Vector2(1, 0);
+const Vector2 Vector2::left = Vector2(-1, 0);
+const Vector2 Vector2::up = Vector2(0, 1);
+const Vector2 Vector2::down = Vector2(0, -1);
+const Vector2 Vector2::forward = Vector2(0, 1);
+const Vector2 Vector2::back = Vector2(0, -1);
+
+float Vector2::Magnitude(const Vector2& a) {
+ return sqrtf(a.x * a.x + a.y * a.y);
+}
+float Vector2::magnitude() const {
+ return (float)sqrtf(x * x + y * y);
+}
+
+float Vector2::SqrMagnitude(const Vector2& a) {
+ return a.x * a.x + a.y * a.y;
+}
+float Vector2::sqrMagnitude() const {
+ return(x * x + y * y);
+}
+
+Vector2 Vector2::Normalize(Vector2 v) {
+ float num = Vector2::Magnitude(v);
+ Vector2 result = Vector2::zero;
+ if (num > epsilon) {
+ result = v / num;
+ }
+ return result;
+}
+Vector2 Vector2::normalized() const {
+ float num = this->magnitude();
+ Vector2 result = Vector2::zero;
+ if (num > epsilon) {
+ result = ((Vector2)*this) / num;
+ }
+ return result;
+}
+
+Vector2 Vector2::operator -(const Vector2& v2) const {
+ return Vector2(this->x - v2.x, this->y - v2.y);
+}
+
+Vector2 Vector2::operator -() {
+ return Vector2(-this->x, -this->y);
+}
+
+Vector2 Vector2::operator +(const Vector2& v2) const {
+ return Vector2(this->x + v2.x, this->y + v2.y);
+}
+
+Vector2 Vector2::Scale(const Vector2& p1, const Vector2& p2) {
+ return Vector2(p1.x * p2.x, p1.y * p2.y);
+}
+
+Vector2 Vector2::operator *(float f) const {
+ return Vector2(this->x * f, this->y * f);
+}
+
+Vector2 Vector2::operator/(const float& d) {
+ return Vector2(this->x / d, this->y / d);
+}
+
+float Vector2::Dot(const Vector2& v1, const Vector2& v2) {
+ return v1.x * v2.x + v1.y * v2.y;
+}
+
+bool Vector2::operator==(const Vector2& v) {
+ return (this->x == v.x && this->y == v.y);
+}
+
+float Vector2::Distance(const Vector2& p1, const Vector2& p2) {
+ return Magnitude(p1 - p2);
+}
+
+float Vector2::Angle(Vector2 from, Vector2 to) {
+ return (float) fabs(SignedAngle(from, to));
+}
+
+float Vector2::SignedAngle(Vector2 from, Vector2 to) {
+ float sqrMagFrom = from.sqrMagnitude();
+ float sqrMagTo = to.sqrMagnitude();
+
+ if (sqrMagFrom == 0 || sqrMagTo == 0)
+ return 0;
+ if (!isfinite(sqrMagFrom) || !isfinite(sqrMagTo))
+ return nanf("");
+
+ float angleFrom = atan2(from.y, from.x);
+ float angleTo = atan2(to.y, to.x);
+ return (angleTo - angleFrom) * Rad2Deg;
+}
+
+static Vector2 Lerp(Vector2 from, Vector2 to, float f) {
+ Vector2 v = from + (to - from) * f;
+ return v;
+}
diff --git a/test/Vector2_test.cc b/test/Vector2_test.cc
new file mode 100644
index 0000000..45b2871
--- /dev/null
+++ b/test/Vector2_test.cc
@@ -0,0 +1,424 @@
+#if GTEST
+#include
+#include
+#include
+
+#include "Vector2.h"
+
+#define FLOAT_INFINITY std::numeric_limits::infinity()
+
+TEST(Vector2, Magnitude) {
+ Vector2 v = Vector2(1, 2);
+ float m = 0;
+
+ m = v.magnitude();
+ EXPECT_FLOAT_EQ(m, 2.236068F) << "v.magnitude 1 2";
+
+ m = Vector2::Magnitude(v);
+ EXPECT_FLOAT_EQ(m, 2.236068F) << "Vector2::Magnitude 1 2";
+
+ v = Vector2(-1, -2);
+ m = v.magnitude();
+ EXPECT_FLOAT_EQ(m, 2.236068F) << "v.magnitude -1 -2";
+
+ v = Vector2(0, 0);
+ m = v.magnitude();
+ EXPECT_FLOAT_EQ(m, 0) << "v.magnitude 0 0 ";
+
+ if (std::numeric_limits::is_iec559) {
+ v = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
+ m = v.magnitude();
+ EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.magnitude INFINITY INFINITY ";
+
+ v = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
+ m = v.magnitude();
+ EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.magnitude -INFINITY -INFINITY ";
+ }
+}
+
+TEST(Vector2, SqrMagnitude) {
+ Vector2 v = Vector2(1, 2);
+ float m = 0;
+
+ m = v.sqrMagnitude();
+ EXPECT_FLOAT_EQ(m, 5) << "v.sqrMagnitude 1 2";
+
+ m = Vector2::SqrMagnitude(v);
+ EXPECT_FLOAT_EQ(m, 5) << "Vector2::SqrMagnitude 1 2";
+
+ v = Vector2(-1, -2);
+ m = v.sqrMagnitude();
+ EXPECT_FLOAT_EQ(m, 5) << "v.sqrMagnitude -1 -2";
+
+ v = Vector2(0, 0);
+ m = v.sqrMagnitude();
+ EXPECT_FLOAT_EQ(m, 0) << "v.sqrMagnitude 0 0 ";
+
+ if (std::numeric_limits::is_iec559) {
+ v = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
+ m = v.sqrMagnitude();
+ EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.sqrMagnitude INFINITY INFINITY ";
+
+ v = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
+ m = v.sqrMagnitude();
+ EXPECT_FLOAT_EQ(m, FLOAT_INFINITY) << "v.sqrMagnitude -INFINITY -INFINITY ";
+ }
+}
+
+
+TEST(Vector2, Normalize) {
+ bool r = false;
+
+ Vector2 v1 = Vector2(0, 2);
+ Vector2 v = Vector2::zero;
+
+ v = v1.normalized();
+ EXPECT_TRUE(v == Vector2(0, 1)) << "v.normalized 0 2";
+
+ v = Vector2::Normalize(v1);
+ EXPECT_TRUE(v == Vector2(0, 1)) << "Vector3::Normalize 0 2";
+
+ v1 = Vector2(0, -2);
+ v = v1.normalized();
+ EXPECT_TRUE(v == Vector2(0, -1)) << "v.normalized 0 -2";
+
+ v1 = Vector2(0, 0);
+ v = v1.normalized();
+ EXPECT_TRUE(v == Vector2(0, 0)) << "v.normalized 0 0";
+
+ if (std::numeric_limits::is_iec559) {
+ v1 = Vector2(FLOAT_INFINITY, FLOAT_INFINITY);
+ v = v1.normalized();
+ r = isnan(v.x) && isnan(v.y);
+ EXPECT_TRUE(r) << "v.normalized INFINITY INFINITY";
+
+ v1 = Vector2(-FLOAT_INFINITY, -FLOAT_INFINITY);
+ v = v1.normalized();
+ r = isnan(v.x) && isnan(v.y);
+ EXPECT_TRUE(r) << "v.normalized -INFINITY -INFINITY";
+
+ }
+}
+
+TEST(Vector2, Negate) {
+ 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::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::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::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::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::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::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::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::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::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::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::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
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