Fix unit tests
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1da93cac15
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dedaa31740
19
Angle.cpp
19
Angle.cpp
@ -6,10 +6,9 @@
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#include <math.h>
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#include "FloatSingle.h"
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const float Rad2Deg = 57.29578F;
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const float Deg2Rad = 0.0174532924F;
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/*
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const float Angle::Rad2Deg = 57.29578F;
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const float Angle::Deg2Rad = 0.0174532924F;
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float Angle::Normalize(float angle) {
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if (!isfinite(angle))
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return angle;
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@ -128,17 +127,17 @@ AngleOf<T> AngleOf<T>::operator+=(const AngleOf<T>& a) {
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return *this;
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}
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template <>
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AngleOf<float> AngleOf<float>::Normalize(AngleOf<float> angle) {
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template <typename T>
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AngleOf<T> AngleOf<T>::Normalize(AngleOf<T> angle) {
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float angleValue = angle.ToFloat();
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if (!isfinite(angleValue))
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return angleValue;
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return angle;
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while (angleValue <= -180)
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angleValue += 360;
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while (angleValue > 180)
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angleValue -= 360;
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return angleValue;
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return AngleOf(angleValue);
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}
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template <>
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@ -194,8 +193,7 @@ AngleOf<float> AngleOf<float>::CosineRuleAngle(float a, float b, float c) {
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if (d <= -1)
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return 180.0f;
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float rad2deg = Passer::LinearAlgebra::Rad2Deg;
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float gamma = acosf(d) * rad2deg;
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float gamma = acosf(d) * Rad2Deg;
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return gamma;
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}
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@ -203,9 +201,10 @@ template <>
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AngleOf<float> AngleOf<float>::SineRuleAngle(float a,
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AngleOf<float> beta,
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float b) {
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float deg2rad = Passer::LinearAlgebra::Deg2Rad;
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float deg2rad = Deg2Rad;
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float alpha = asinf(a * sinf(beta.ToFloat() * deg2rad) / b);
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return alpha;
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}
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template class AngleOf<float>;
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template class AngleOf<signed short>;
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3
Angle.h
3
Angle.h
@ -25,9 +25,6 @@ class AngleOf {
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inline T GetBinary() const { return this->value; }
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static AngleOf<T> Rad2Deg;
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static AngleOf<T> Deg2Rad;
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static AngleOf<T> pi;
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bool operator==(AngleOf<T> a);
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@ -46,6 +46,15 @@ SphericalOf<T>::SphericalOf(float distance,
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// this->vertical = vertical;
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// }
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template <>
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SphericalOf<float> SphericalOf<float>::FromPolar(Polar polar) {
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AngleOf<float> horizontal = polar.angle;
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AngleOf<float> vertical = AngleOf<float>(0);
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SphericalOf<float> r =
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SphericalOf<float>(polar.distance, horizontal, vertical);
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return r;
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}
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template <typename T>
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SphericalOf<T> SphericalOf<T>::FromVector3(Vector3 v) {
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float distance = v.magnitude();
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@ -29,6 +29,8 @@ class SphericalOf {
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SphericalOf<T>();
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SphericalOf<T>(float distance, AngleOf<T> horizontal, AngleOf<T> vertical);
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static SphericalOf<T> FromPolar(Polar v);
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static SphericalOf<T> FromVector3(Vector3 v);
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Vector3 ToVector3() const;
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@ -3,82 +3,80 @@
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#include <math.h>
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#include <limits>
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#include "Spherical16.h"
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#include "Spherical.h"
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#define FLOAT_INFINITY std::numeric_limits<float>::infinity()
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TEST(Spherical16, FromVector3) {
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Vector3 v = Vector3(0, 0, 1);
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Spherical16 s = Spherical16(v);
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Spherical16 s = Spherical16::FromVector3(v);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 0 1";
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EXPECT_FLOAT_EQ((float)s.horizontalAngle.ToFloat(), 0.0F) << "s.hor 0 0 1";
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EXPECT_FLOAT_EQ((float)s.verticalAngle.ToFloat(), 0.0F) << "s.vert 0 0 1";
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EXPECT_FLOAT_EQ((float)s.horizontal.ToFloat(), 0.0F) << "s.hor 0 0 1";
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EXPECT_FLOAT_EQ((float)s.vertical.ToFloat(), 0.0F) << "s.vert 0 0 1";
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v = Vector3(0, 1, 0);
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s = Spherical16(v);
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s = Spherical16::FromVector3(v);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 0 1 0";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), 0.0F) << "s.hor 0 1 0";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 90.0F) << "s.vert 0 1 0";
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EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 0.0F) << "s.hor 0 1 0";
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EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 90.0F) << "s.vert 0 1 0";
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v = Vector3(1, 0, 0);
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s = Spherical16(v);
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s = Spherical16::FromVector3(v);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance 1 0 0";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), 90.0F) << "s.hor 1 0 0";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 0.0F) << "s.vert 1 0 0";
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EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 90.0F) << "s.hor 1 0 0";
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EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert 1 0 0";
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}
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TEST(Spherical16, FromPolar) {
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Polar p = Polar(1, 0);
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Spherical16 s = Spherical16(p);
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// TEST(Spherical16, FromPolar) {
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// Polar p = Polar(1, 0);
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// Spherical16 s = Spherical16::FromPolar(p);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 0)";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), 0.0F) << "s.hor Polar(1 0)";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 0.0F) << "s.vert Polar(1 0)";
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 0)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 0.0F) << "s.hor Polar(1 0)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(1 0)";
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p = Polar(1, 45);
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s = Spherical16(p);
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// p = Polar(1, 45);
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// s = Spherical16::FromPolar(p);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 45)";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), 45.0F) << "s.hor Polar(1 45)";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 0.0F) << "s.vert Polar(1 45)";
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 45)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 45.0F) << "s.hor Polar(1 45)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(1 45)";
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p = Polar(1, -45);
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s = Spherical16(p);
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// p = Polar(1, -45);
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// s = Spherical16::FromPolar(p);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 -45)";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), -45.0F) << "s.hor Polar(1 -45)";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 0.0F) << "s.vert Polar(1 -45)";
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(1 -45)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), -45.0F) << "s.hor Polar(1 -45)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(1 -45)";
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p = Polar(0, 0);
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s = Spherical16(p);
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// p = Polar(0, 0);
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// s = Spherical16::FromPolar(p);
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EXPECT_FLOAT_EQ(s.distance, 0.0F) << "s.distance Polar(0 0)";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), 0.0F) << "s.hor Polar(0 0)";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 0.0F) << "s.vert Polar(0 0)";
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// EXPECT_FLOAT_EQ(s.distance, 0.0F) << "s.distance Polar(0 0)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), 0.0F) << "s.hor Polar(0 0)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(0 0)";
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p = Polar(-1, 0);
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s = Spherical16(p);
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// p = Polar(-1, 0);
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// s = Spherical16::FromPolar(p);
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EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(-1 0)";
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EXPECT_FLOAT_EQ(s.horizontalAngle.ToFloat(), -180.0F) << "s.hor Polar(-1 0)";
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EXPECT_FLOAT_EQ(s.verticalAngle.ToFloat(), 0.0F) << "s.vert Polar(-1 0)";
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}
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// EXPECT_FLOAT_EQ(s.distance, 1.0F) << "s.distance Polar(-1 0)";
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// EXPECT_FLOAT_EQ(s.horizontal.ToFloat(), -180.0F) << "s.hor Polar(-1 0)";
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// EXPECT_FLOAT_EQ(s.vertical.ToFloat(), 0.0F) << "s.vert Polar(-1 0)";
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// }
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TEST(Spherical16, Incident1) {
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Vector3 v = Vector3(2.242557f, 1.027884f, -0.322347f);
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Spherical16 s = Spherical16(v);
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Spherical16 s = Spherical16::FromVector3(v);
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Spherical16 sr = Spherical16(2.49F, 98.18f, 24.4F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-01);
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EXPECT_NEAR(s.horizontalAngle.ToFloat(), sr.horizontalAngle.ToFloat(),
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1.0e-02);
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EXPECT_NEAR(s.verticalAngle.ToFloat(), sr.verticalAngle.ToFloat(), 1.0e-02);
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EXPECT_NEAR(s.horizontal.ToFloat(), sr.horizontal.ToFloat(), 1.0e-02);
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EXPECT_NEAR(s.vertical.ToFloat(), sr.vertical.ToFloat(), 1.0e-02);
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Vector3 r = Vector3(Spherical(sr.distance, sr.horizontalAngle.ToFloat(),
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sr.verticalAngle.ToFloat()));
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Vector3 r = Spherical16(sr.distance, sr.horizontal, sr.vertical).ToVector3();
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-02) << "toVector3.x 1 0 0";
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-02) << "toVector3.y 1 0 0";
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-02) << "toVector3.z 1 0 0";
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@ -86,43 +84,38 @@ TEST(Spherical16, Incident1) {
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TEST(Spherical16, Incident2) {
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Vector3 v = Vector3(1.0f, 0.0f, 1.0f);
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Spherical16 s = Spherical16(v);
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Spherical16 s = Spherical16::FromVector3(v);
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Spherical16 sr = Spherical16(1.4142135623F, 45.0f, 0.0F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontalAngle.ToFloat(), sr.horizontalAngle.ToFloat(),
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1.0e-05);
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EXPECT_NEAR(s.verticalAngle.ToFloat(), sr.verticalAngle.ToFloat(), 1.0e-05);
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EXPECT_NEAR(s.horizontal.ToFloat(), sr.horizontal.ToFloat(), 1.0e-05);
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EXPECT_NEAR(s.vertical.ToFloat(), sr.vertical.ToFloat(), 1.0e-05);
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Vector3 r = Vector3(Spherical(sr.distance, sr.horizontalAngle.ToFloat(),
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sr.verticalAngle.ToFloat()));
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Vector3 r = Spherical16(sr.distance, sr.horizontal, sr.vertical).ToVector3();
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);
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v = Vector3(0.0f, 1.0f, 1.0f);
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s = Spherical16(v);
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s = Spherical16::FromVector3(v);
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sr = Spherical16(1.4142135623F, 0.0f, 45.0F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontalAngle.ToFloat(), sr.horizontalAngle.ToFloat(),
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1.0e-05);
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EXPECT_NEAR(s.verticalAngle.ToFloat(), sr.verticalAngle.ToFloat(), 1.0e-05);
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EXPECT_NEAR(s.horizontal.ToFloat(), sr.horizontal.ToFloat(), 1.0e-05);
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EXPECT_NEAR(s.vertical.ToFloat(), sr.vertical.ToFloat(), 1.0e-05);
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r = Vector3(Spherical(sr.distance, sr.horizontalAngle.ToFloat(),
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sr.verticalAngle.ToFloat()));
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r = Spherical16(sr.distance, sr.horizontal, sr.vertical).ToVector3();
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-06);
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-06);
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EXPECT_NEAR(r.Forward(), v.Forward(), 1.0e-06);
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v = Vector3(1.0f, 1.0f, 1.0f);
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s = Spherical16(v);
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r = Vector3(Spherical(s.distance, s.horizontalAngle.ToFloat(),
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s.verticalAngle.ToFloat()));
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s = Spherical16::FromVector3(v);
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r = Spherical16(s.distance, s.horizontal, s.vertical).ToVector3();
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EXPECT_NEAR(s.distance, 1.73205080F, 1.0e-02);
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EXPECT_NEAR(s.horizontalAngle.ToFloat(), 45.0F, 1.0e-02);
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EXPECT_NEAR(s.verticalAngle.ToFloat(), 35.26F, 1.0e-02);
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EXPECT_NEAR(s.horizontal.ToFloat(), 45.0F, 1.0e-02);
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EXPECT_NEAR(s.vertical.ToFloat(), 35.26F, 1.0e-02);
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EXPECT_NEAR(r.Right(), v.Right(), 1.0e-04);
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EXPECT_NEAR(r.Up(), v.Up(), 1.0e-04);
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@ -150,14 +143,14 @@ TEST(Spherical16, Addition) {
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v2 = Spherical16(1, -45, 0);
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r = v1 + v2;
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EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.horizontalAngle.ToFloat(), 0) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.verticalAngle.ToFloat(), 0) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.horizontal.ToFloat(), 0) << "Addition(1 -45 0)";
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EXPECT_FLOAT_EQ(r.vertical.ToFloat(), 0) << "Addition(1 -45 0)";
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v2 = Spherical16(1, 0, 90);
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r = v1 + v2;
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EXPECT_FLOAT_EQ(r.distance, sqrtf(2)) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.horizontalAngle.ToFloat(), 45) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.verticalAngle.ToFloat(), 45) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.horizontal.ToFloat(), 45) << "Addition(1 0 90)";
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EXPECT_FLOAT_EQ(r.vertical.ToFloat(), 45) << "Addition(1 0 90)";
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}
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#endif
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