Merge branch test_mathematics into develop

This commit is contained in:
Daniel Chappuis 2013-03-13 22:51:27 +01:00
commit 6731ed8be0
20 changed files with 1820 additions and 169 deletions

View File

@ -9,6 +9,7 @@ SET(LIBRARY_OUTPUT_PATH lib/)
# Options
OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
OPTION(COMPILE_TESTS "Select this if you want to build the tests" OFF)
# Headers
INCLUDE_DIRECTORIES(src)
@ -31,3 +32,8 @@ ADD_LIBRARY (
IF (COMPILE_EXAMPLES)
add_subdirectory(examples/fallingcubes)
ENDIF (COMPILE_EXAMPLES)
# If we need to compile the tests
IF (COMPILE_TESTS)
add_subdirectory(test/)
ENDIF (COMPILE_TESTS)

View File

@ -27,6 +27,7 @@
#include "ContactSolver.h"
#include "DynamicsWorld.h"
#include "../body/RigidBody.h"
#include <limits>
using namespace reactphysics3d;
using namespace std;

View File

@ -34,6 +34,7 @@
#include "../configuration.h"
#if defined(WINDOWS_OS) // For Windows platform
#define NOMINMAX // This is used to avoid definition of max() and min() macros
#include <windows.h>
#else // For Mac OS or Linux platform
#include <sys/time.h>

View File

@ -56,9 +56,9 @@ Matrix3x3::~Matrix3x3() {
// Copy-constructor
Matrix3x3::Matrix3x3(const Matrix3x3& matrix) {
setAllValues(matrix.mArray[0][0], matrix.mArray[0][1], matrix.mArray[0][2],
matrix.mArray[1][0], matrix.mArray[1][1], matrix.mArray[1][2],
matrix.mArray[2][0], matrix.mArray[2][1], matrix.mArray[2][2]);
setAllValues(matrix.mRows[0][0], matrix.mRows[0][1], matrix.mRows[0][2],
matrix.mRows[1][0], matrix.mRows[1][1], matrix.mRows[1][2],
matrix.mRows[2][0], matrix.mRows[2][1], matrix.mRows[2][2]);
}
// Assignment operator
@ -66,9 +66,9 @@ Matrix3x3& Matrix3x3::operator=(const Matrix3x3& matrix) {
// Check for self-assignment
if (&matrix != this) {
setAllValues(matrix.mArray[0][0], matrix.mArray[0][1], matrix.mArray[0][2],
matrix.mArray[1][0], matrix.mArray[1][1], matrix.mArray[1][2],
matrix.mArray[2][0], matrix.mArray[2][1], matrix.mArray[2][2]);
setAllValues(matrix.mRows[0][0], matrix.mRows[0][1], matrix.mRows[0][2],
matrix.mRows[1][0], matrix.mRows[1][1], matrix.mRows[1][2],
matrix.mRows[2][0], matrix.mRows[2][1], matrix.mRows[2][2]);
}
return *this;
}
@ -84,15 +84,15 @@ Matrix3x3 Matrix3x3::getInverse() const {
decimal invDeterminant = decimal(1.0) / determinant;
Matrix3x3 tempMatrix((mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]),
-(mArray[0][1]*mArray[2][2]-mArray[2][1]*mArray[0][2]),
(mArray[0][1]*mArray[1][2]-mArray[0][2]*mArray[1][1]),
-(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]),
(mArray[0][0]*mArray[2][2]-mArray[2][0]*mArray[0][2]),
-(mArray[0][0]*mArray[1][2]-mArray[1][0]*mArray[0][2]),
(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]),
-(mArray[0][0]*mArray[2][1]-mArray[2][0]*mArray[0][1]),
(mArray[0][0]*mArray[1][1]-mArray[0][1]*mArray[1][0]));
Matrix3x3 tempMatrix((mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]),
-(mRows[0][1]*mRows[2][2]-mRows[2][1]*mRows[0][2]),
(mRows[0][1]*mRows[1][2]-mRows[0][2]*mRows[1][1]),
-(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]),
(mRows[0][0]*mRows[2][2]-mRows[2][0]*mRows[0][2]),
-(mRows[0][0]*mRows[1][2]-mRows[1][0]*mRows[0][2]),
(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]),
-(mRows[0][0]*mRows[2][1]-mRows[2][0]*mRows[0][1]),
(mRows[0][0]*mRows[1][1]-mRows[0][1]*mRows[1][0]));
// Return the inverse matrix
return (invDeterminant * tempMatrix);

View File

@ -45,8 +45,8 @@ class Matrix3x3 {
// -------------------- Attributes -------------------- //
/// Array with the values of the matrix
decimal mArray[3][3];
/// Rows of the matrix;
Vector3 mRows[3];
public :
@ -71,19 +71,19 @@ class Matrix3x3 {
/// Assignment operator
Matrix3x3& operator=(const Matrix3x3& matrix);
/// Get a value in the matrix
decimal getValue(int i, int j) const;
/// Set a value in the matrix
void setValue(int i, int j, decimal value);
/// Set all the values in the matrix
void setAllValues(decimal a1, decimal a2, decimal a3, decimal b1, decimal b2, decimal b3,
decimal c1, decimal c2, decimal c3);
/// Set the matrix to zero
void setToZero();
/// Return a column
Vector3 getColumn(int i) const;
/// Return a row
Vector3 getRow(int i) const;
/// Return the transpose matrix
Matrix3x3 getTranspose() const;
@ -140,110 +140,120 @@ class Matrix3x3 {
/// Overloaded operator for multiplication with a number with assignment
Matrix3x3& operator*=(decimal nb);
/// Overloaded operator to read element of the matrix.
const Vector3& operator[](int row) const;
/// Overloaded operator to read/write element of the matrix.
Vector3& operator[](int row);
};
// Method to get a value in the matrix (inline)
inline decimal Matrix3x3::getValue(int i, int j) const {
assert(i>=0 && i<3 && j>=0 && j<3);
return mArray[i][j];
}
// Method to set a value in the matrix (inline)
inline void Matrix3x3::setValue(int i, int j, decimal value) {
assert(i>=0 && i<3 && j>=0 && j<3);
mArray[i][j] = value;
}
// Method to set all the values in the matrix
inline void Matrix3x3::setAllValues(decimal a1, decimal a2, decimal a3,
decimal b1, decimal b2, decimal b3,
decimal c1, decimal c2, decimal c3) {
mArray[0][0] = a1; mArray[0][1] = a2; mArray[0][2] = a3;
mArray[1][0] = b1; mArray[1][1] = b2; mArray[1][2] = b3;
mArray[2][0] = c1; mArray[2][1] = c2; mArray[2][2] = c3;
mRows[0][0] = a1; mRows[0][1] = a2; mRows[0][2] = a3;
mRows[1][0] = b1; mRows[1][1] = b2; mRows[1][2] = b3;
mRows[2][0] = c1; mRows[2][1] = c2; mRows[2][2] = c3;
}
// Set the matrix to zero
inline void Matrix3x3::setToZero() {
mRows[0].setToZero();
mRows[1].setToZero();
mRows[2].setToZero();
}
// Return a column
inline Vector3 Matrix3x3::getColumn(int i) const {
assert(i>= 0 && i<3);
return Vector3(mArray[0][i], mArray[1][i], mArray[2][i]);
return Vector3(mRows[0][i], mRows[1][i], mRows[2][i]);
}
// Return a row
inline Vector3 Matrix3x3::getRow(int i) const {
assert(i>= 0 && i<3);
return mRows[i];
}
// Return the transpose matrix
inline Matrix3x3 Matrix3x3::getTranspose() const {
// Return the transpose matrix
return Matrix3x3(mArray[0][0], mArray[1][0], mArray[2][0],
mArray[0][1], mArray[1][1], mArray[2][1],
mArray[0][2], mArray[1][2], mArray[2][2]);
return Matrix3x3(mRows[0][0], mRows[1][0], mRows[2][0],
mRows[0][1], mRows[1][1], mRows[2][1],
mRows[0][2], mRows[1][2], mRows[2][2]);
}
// Return the determinant of the matrix
inline decimal Matrix3x3::getDeterminant() const {
// Compute and return the determinant of the matrix
return (mArray[0][0]*(mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]) -
mArray[0][1]*(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]) +
mArray[0][2]*(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]));
return (mRows[0][0]*(mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]) -
mRows[0][1]*(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]) +
mRows[0][2]*(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]));
}
// Return the trace of the matrix
inline decimal Matrix3x3::getTrace() const {
// Compute and return the trace
return (mArray[0][0] + mArray[1][1] + mArray[2][2]);
return (mRows[0][0] + mRows[1][1] + mRows[2][2]);
}
// Set the matrix to the identity matrix
inline void Matrix3x3::setToIdentity() {
mArray[0][0] = 1.0; mArray[0][1] = 0.0; mArray[0][2] = 0.0;
mArray[1][0] = 0.0; mArray[1][1] = 1.0; mArray[1][2] = 0.0;
mArray[2][0] = 0.0; mArray[2][1] = 0.0; mArray[2][2] = 1.0;
mRows[0][0] = 1.0; mRows[0][1] = 0.0; mRows[0][2] = 0.0;
mRows[1][0] = 0.0; mRows[1][1] = 1.0; mRows[1][2] = 0.0;
mRows[2][0] = 0.0; mRows[2][1] = 0.0; mRows[2][2] = 1.0;
}
// Return the 3x3 identity matrix
inline Matrix3x3 Matrix3x3::identity() {
// Return the isdentity matrix
return Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
}
// Return the matrix with absolute values
inline Matrix3x3 Matrix3x3::getAbsoluteMatrix() const {
return Matrix3x3(fabs(mArray[0][0]), fabs(mArray[0][1]), fabs(mArray[0][2]),
fabs(mArray[1][0]), fabs(mArray[1][1]), fabs(mArray[1][2]),
fabs(mArray[2][0]), fabs(mArray[2][1]), fabs(mArray[2][2]));
return Matrix3x3(fabs(mRows[0][0]), fabs(mRows[0][1]), fabs(mRows[0][2]),
fabs(mRows[1][0]), fabs(mRows[1][1]), fabs(mRows[1][2]),
fabs(mRows[2][0]), fabs(mRows[2][1]), fabs(mRows[2][2]));
}
// Overloaded operator for addition
inline Matrix3x3 operator+(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
return Matrix3x3(matrix1.mArray[0][0] + matrix2.mArray[0][0], matrix1.mArray[0][1] +
matrix2.mArray[0][1], matrix1.mArray[0][2] + matrix2.mArray[0][2],
matrix1.mArray[1][0] + matrix2.mArray[1][0], matrix1.mArray[1][1] +
matrix2.mArray[1][1], matrix1.mArray[1][2] + matrix2.mArray[1][2],
matrix1.mArray[2][0] + matrix2.mArray[2][0], matrix1.mArray[2][1] +
matrix2.mArray[2][1], matrix1.mArray[2][2] + matrix2.mArray[2][2]);
return Matrix3x3(matrix1.mRows[0][0] + matrix2.mRows[0][0], matrix1.mRows[0][1] +
matrix2.mRows[0][1], matrix1.mRows[0][2] + matrix2.mRows[0][2],
matrix1.mRows[1][0] + matrix2.mRows[1][0], matrix1.mRows[1][1] +
matrix2.mRows[1][1], matrix1.mRows[1][2] + matrix2.mRows[1][2],
matrix1.mRows[2][0] + matrix2.mRows[2][0], matrix1.mRows[2][1] +
matrix2.mRows[2][1], matrix1.mRows[2][2] + matrix2.mRows[2][2]);
}
// Overloaded operator for substraction
inline Matrix3x3 operator-(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
return Matrix3x3(matrix1.mArray[0][0] - matrix2.mArray[0][0], matrix1.mArray[0][1] -
matrix2.mArray[0][1], matrix1.mArray[0][2] - matrix2.mArray[0][2],
matrix1.mArray[1][0] - matrix2.mArray[1][0], matrix1.mArray[1][1] -
matrix2.mArray[1][1], matrix1.mArray[1][2] - matrix2.mArray[1][2],
matrix1.mArray[2][0] - matrix2.mArray[2][0], matrix1.mArray[2][1] -
matrix2.mArray[2][1], matrix1.mArray[2][2] - matrix2.mArray[2][2]);
return Matrix3x3(matrix1.mRows[0][0] - matrix2.mRows[0][0], matrix1.mRows[0][1] -
matrix2.mRows[0][1], matrix1.mRows[0][2] - matrix2.mRows[0][2],
matrix1.mRows[1][0] - matrix2.mRows[1][0], matrix1.mRows[1][1] -
matrix2.mRows[1][1], matrix1.mRows[1][2] - matrix2.mRows[1][2],
matrix1.mRows[2][0] - matrix2.mRows[2][0], matrix1.mRows[2][1] -
matrix2.mRows[2][1], matrix1.mRows[2][2] - matrix2.mRows[2][2]);
}
// Overloaded operator for the negative of the matrix
inline Matrix3x3 operator-(const Matrix3x3& matrix) {
return Matrix3x3(-matrix.mArray[0][0], -matrix.mArray[0][1], -matrix.mArray[0][2],
-matrix.mArray[1][0], -matrix.mArray[1][1], -matrix.mArray[1][2],
-matrix.mArray[2][0], -matrix.mArray[2][1], -matrix.mArray[2][2]);
return Matrix3x3(-matrix.mRows[0][0], -matrix.mRows[0][1], -matrix.mRows[0][2],
-matrix.mRows[1][0], -matrix.mRows[1][1], -matrix.mRows[1][2],
-matrix.mRows[2][0], -matrix.mRows[2][1], -matrix.mRows[2][2]);
}
// Overloaded operator for multiplication with a number
inline Matrix3x3 operator*(decimal nb, const Matrix3x3& matrix) {
return Matrix3x3(matrix.mArray[0][0] * nb, matrix.mArray[0][1] * nb, matrix.mArray[0][2] * nb,
matrix.mArray[1][0] * nb, matrix.mArray[1][1] * nb, matrix.mArray[1][2] * nb,
matrix.mArray[2][0] * nb, matrix.mArray[2][1] * nb, matrix.mArray[2][2] * nb);
return Matrix3x3(matrix.mRows[0][0] * nb, matrix.mRows[0][1] * nb, matrix.mRows[0][2] * nb,
matrix.mRows[1][0] * nb, matrix.mRows[1][1] * nb, matrix.mRows[1][2] * nb,
matrix.mRows[2][0] * nb, matrix.mRows[2][1] * nb, matrix.mRows[2][2] * nb);
}
// Overloaded operator for multiplication with a matrix
@ -253,44 +263,44 @@ inline Matrix3x3 operator*(const Matrix3x3& matrix, decimal nb) {
// Overloaded operator for matrix multiplication
inline Matrix3x3 operator*(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
return Matrix3x3(matrix1.mArray[0][0]*matrix2.mArray[0][0] + matrix1.mArray[0][1] *
matrix2.mArray[1][0] + matrix1.mArray[0][2]*matrix2.mArray[2][0],
matrix1.mArray[0][0]*matrix2.mArray[0][1] + matrix1.mArray[0][1] *
matrix2.mArray[1][1] + matrix1.mArray[0][2]*matrix2.mArray[2][1],
matrix1.mArray[0][0]*matrix2.mArray[0][2] + matrix1.mArray[0][1] *
matrix2.mArray[1][2] + matrix1.mArray[0][2]*matrix2.mArray[2][2],
matrix1.mArray[1][0]*matrix2.mArray[0][0] + matrix1.mArray[1][1] *
matrix2.mArray[1][0] + matrix1.mArray[1][2]*matrix2.mArray[2][0],
matrix1.mArray[1][0]*matrix2.mArray[0][1] + matrix1.mArray[1][1] *
matrix2.mArray[1][1] + matrix1.mArray[1][2]*matrix2.mArray[2][1],
matrix1.mArray[1][0]*matrix2.mArray[0][2] + matrix1.mArray[1][1] *
matrix2.mArray[1][2] + matrix1.mArray[1][2]*matrix2.mArray[2][2],
matrix1.mArray[2][0]*matrix2.mArray[0][0] + matrix1.mArray[2][1] *
matrix2.mArray[1][0] + matrix1.mArray[2][2]*matrix2.mArray[2][0],
matrix1.mArray[2][0]*matrix2.mArray[0][1] + matrix1.mArray[2][1] *
matrix2.mArray[1][1] + matrix1.mArray[2][2]*matrix2.mArray[2][1],
matrix1.mArray[2][0]*matrix2.mArray[0][2] + matrix1.mArray[2][1] *
matrix2.mArray[1][2] + matrix1.mArray[2][2]*matrix2.mArray[2][2]);
return Matrix3x3(matrix1.mRows[0][0]*matrix2.mRows[0][0] + matrix1.mRows[0][1] *
matrix2.mRows[1][0] + matrix1.mRows[0][2]*matrix2.mRows[2][0],
matrix1.mRows[0][0]*matrix2.mRows[0][1] + matrix1.mRows[0][1] *
matrix2.mRows[1][1] + matrix1.mRows[0][2]*matrix2.mRows[2][1],
matrix1.mRows[0][0]*matrix2.mRows[0][2] + matrix1.mRows[0][1] *
matrix2.mRows[1][2] + matrix1.mRows[0][2]*matrix2.mRows[2][2],
matrix1.mRows[1][0]*matrix2.mRows[0][0] + matrix1.mRows[1][1] *
matrix2.mRows[1][0] + matrix1.mRows[1][2]*matrix2.mRows[2][0],
matrix1.mRows[1][0]*matrix2.mRows[0][1] + matrix1.mRows[1][1] *
matrix2.mRows[1][1] + matrix1.mRows[1][2]*matrix2.mRows[2][1],
matrix1.mRows[1][0]*matrix2.mRows[0][2] + matrix1.mRows[1][1] *
matrix2.mRows[1][2] + matrix1.mRows[1][2]*matrix2.mRows[2][2],
matrix1.mRows[2][0]*matrix2.mRows[0][0] + matrix1.mRows[2][1] *
matrix2.mRows[1][0] + matrix1.mRows[2][2]*matrix2.mRows[2][0],
matrix1.mRows[2][0]*matrix2.mRows[0][1] + matrix1.mRows[2][1] *
matrix2.mRows[1][1] + matrix1.mRows[2][2]*matrix2.mRows[2][1],
matrix1.mRows[2][0]*matrix2.mRows[0][2] + matrix1.mRows[2][1] *
matrix2.mRows[1][2] + matrix1.mRows[2][2]*matrix2.mRows[2][2]);
}
// Overloaded operator for multiplication with a vector
inline Vector3 operator*(const Matrix3x3& matrix, const Vector3& vector) {
return Vector3(matrix.mArray[0][0]*vector.x + matrix.mArray[0][1]*vector.y +
matrix.mArray[0][2]*vector.z,
matrix.mArray[1][0]*vector.x + matrix.mArray[1][1]*vector.y +
matrix.mArray[1][2]*vector.z,
matrix.mArray[2][0]*vector.x + matrix.mArray[2][1]*vector.y +
matrix.mArray[2][2]*vector.z);
return Vector3(matrix.mRows[0][0]*vector.x + matrix.mRows[0][1]*vector.y +
matrix.mRows[0][2]*vector.z,
matrix.mRows[1][0]*vector.x + matrix.mRows[1][1]*vector.y +
matrix.mRows[1][2]*vector.z,
matrix.mRows[2][0]*vector.x + matrix.mRows[2][1]*vector.y +
matrix.mRows[2][2]*vector.z);
}
// Overloaded operator for equality condition
inline bool Matrix3x3::operator==(const Matrix3x3& matrix) const {
return (mArray[0][0] == matrix.mArray[0][0] && mArray[0][1] == matrix.mArray[0][1] &&
mArray[0][2] == matrix.mArray[0][2] &&
mArray[1][0] == matrix.mArray[1][0] && mArray[1][1] == matrix.mArray[1][1] &&
mArray[1][2] == matrix.mArray[1][2] &&
mArray[2][0] == matrix.mArray[2][0] && mArray[2][1] == matrix.mArray[2][1] &&
mArray[2][2] == matrix.mArray[2][2]);
return (mRows[0][0] == matrix.mRows[0][0] && mRows[0][1] == matrix.mRows[0][1] &&
mRows[0][2] == matrix.mRows[0][2] &&
mRows[1][0] == matrix.mRows[1][0] && mRows[1][1] == matrix.mRows[1][1] &&
mRows[1][2] == matrix.mRows[1][2] &&
mRows[2][0] == matrix.mRows[2][0] && mRows[2][1] == matrix.mRows[2][1] &&
mRows[2][2] == matrix.mRows[2][2]);
}
// Overloaded operator for the is different condition
@ -300,32 +310,46 @@ inline bool Matrix3x3::operator!= (const Matrix3x3& matrix) const {
// Overloaded operator for addition with assignment
inline Matrix3x3& Matrix3x3::operator+=(const Matrix3x3& matrix) {
mArray[0][0] += matrix.mArray[0][0]; mArray[0][1] += matrix.mArray[0][1];
mArray[0][2] += matrix.mArray[0][2]; mArray[1][0] += matrix.mArray[1][0];
mArray[1][1] += matrix.mArray[1][1]; mArray[1][2] += matrix.mArray[1][2];
mArray[2][0] += matrix.mArray[2][0]; mArray[2][1] += matrix.mArray[2][1];
mArray[2][2] += matrix.mArray[2][2];
mRows[0][0] += matrix.mRows[0][0]; mRows[0][1] += matrix.mRows[0][1];
mRows[0][2] += matrix.mRows[0][2]; mRows[1][0] += matrix.mRows[1][0];
mRows[1][1] += matrix.mRows[1][1]; mRows[1][2] += matrix.mRows[1][2];
mRows[2][0] += matrix.mRows[2][0]; mRows[2][1] += matrix.mRows[2][1];
mRows[2][2] += matrix.mRows[2][2];
return *this;
}
// Overloaded operator for substraction with assignment
inline Matrix3x3& Matrix3x3::operator-=(const Matrix3x3& matrix) {
mArray[0][0] -= matrix.mArray[0][0]; mArray[0][1] -= matrix.mArray[0][1];
mArray[0][2] -= matrix.mArray[0][2]; mArray[1][0] -= matrix.mArray[1][0];
mArray[1][1] -= matrix.mArray[1][1]; mArray[1][2] -= matrix.mArray[1][2];
mArray[2][0] -= matrix.mArray[2][0]; mArray[2][1] -= matrix.mArray[2][1];
mArray[2][2] -= matrix.mArray[2][2];
mRows[0][0] -= matrix.mRows[0][0]; mRows[0][1] -= matrix.mRows[0][1];
mRows[0][2] -= matrix.mRows[0][2]; mRows[1][0] -= matrix.mRows[1][0];
mRows[1][1] -= matrix.mRows[1][1]; mRows[1][2] -= matrix.mRows[1][2];
mRows[2][0] -= matrix.mRows[2][0]; mRows[2][1] -= matrix.mRows[2][1];
mRows[2][2] -= matrix.mRows[2][2];
return *this;
}
// Overloaded operator for multiplication with a number with assignment
inline Matrix3x3& Matrix3x3::operator*=(decimal nb) {
mArray[0][0] *= nb; mArray[0][1] *= nb; mArray[0][2] *= nb;
mArray[1][0] *= nb; mArray[1][1] *= nb; mArray[1][2] *= nb;
mArray[2][0] *= nb; mArray[2][1] *= nb; mArray[2][2] *= nb;
mRows[0][0] *= nb; mRows[0][1] *= nb; mRows[0][2] *= nb;
mRows[1][0] *= nb; mRows[1][1] *= nb; mRows[1][2] *= nb;
mRows[2][0] *= nb; mRows[2][1] *= nb; mRows[2][2] *= nb;
return *this;
}
// Overloaded operator to return a row of the matrix.
/// This operator is also used to access a matrix value using the syntax
/// matrix[row][col].
inline const Vector3& Matrix3x3::operator[](int row) const {
return mRows[row];
}
// Overloaded operator to return a row of the matrix.
/// This operator is also used to access a matrix value using the syntax
/// matrix[row][col].
inline Vector3& Matrix3x3::operator[](int row) {
return mRows[row];
}
}
#endif

View File

@ -59,58 +59,51 @@ Quaternion::Quaternion(const Matrix3x3& matrix) {
// Get the trace of the matrix
decimal trace = matrix.getTrace();
decimal array[3][3];
for (int i=0; i<3; i++) {
for (int j=0; j<3; j++) {
array[i][j] = matrix.getValue(i, j);
}
}
decimal r;
decimal s;
if (trace < 0.0) {
if (array[1][1] > array[0][0]) {
if(array[2][2] > array[1][1]) {
r = sqrt(array[2][2] - array[0][0] - array[1][1] + 1.0);
if (matrix[1][1] > matrix[0][0]) {
if(matrix[2][2] > matrix[1][1]) {
r = sqrt(matrix[2][2] - matrix[0][0] - matrix[1][1] + 1.0);
s = 0.5 / r;
// Compute the quaternion
x = (array[2][0] + array[0][2])*s;
y = (array[1][2] + array[2][1])*s;
x = (matrix[2][0] + matrix[0][2])*s;
y = (matrix[1][2] + matrix[2][1])*s;
z = 0.5*r;
w = (array[1][0] - array[0][1])*s;
w = (matrix[1][0] - matrix[0][1])*s;
}
else {
r = sqrt(array[1][1] - array[2][2] - array[0][0] + 1.0);
r = sqrt(matrix[1][1] - matrix[2][2] - matrix[0][0] + 1.0);
s = 0.5 / r;
// Compute the quaternion
x = (array[0][1] + array[1][0])*s;
x = (matrix[0][1] + matrix[1][0])*s;
y = 0.5 * r;
z = (array[1][2] + array[2][1])*s;
w = (array[0][2] - array[2][0])*s;
z = (matrix[1][2] + matrix[2][1])*s;
w = (matrix[0][2] - matrix[2][0])*s;
}
}
else if (array[2][2] > array[0][0]) {
r = sqrt(array[2][2] - array[0][0] - array[1][1] + 1.0);
else if (matrix[2][2] > matrix[0][0]) {
r = sqrt(matrix[2][2] - matrix[0][0] - matrix[1][1] + 1.0);
s = 0.5 / r;
// Compute the quaternion
x = (array[2][0] + array[0][2])*s;
y = (array[1][2] + array[2][1])*s;
x = (matrix[2][0] + matrix[0][2])*s;
y = (matrix[1][2] + matrix[2][1])*s;
z = 0.5 * r;
w = (array[1][0] - array[0][1])*s;
w = (matrix[1][0] - matrix[0][1])*s;
}
else {
r = sqrt(array[0][0] - array[1][1] - array[2][2] + 1.0);
r = sqrt(matrix[0][0] - matrix[1][1] - matrix[2][2] + 1.0);
s = 0.5 / r;
// Compute the quaternion
x = 0.5 * r;
y = (array[0][1] + array[1][0])*s;
z = (array[2][0] - array[0][2])*s;
w = (array[2][1] - array[1][2])*s;
y = (matrix[0][1] + matrix[1][0])*s;
z = (matrix[2][0] - matrix[0][2])*s;
w = (matrix[2][1] - matrix[1][2])*s;
}
}
else {
@ -118,9 +111,9 @@ Quaternion::Quaternion(const Matrix3x3& matrix) {
s = 0.5/r;
// Compute the quaternion
x = (array[2][1]-array[1][2])*s;
y = (array[0][2]-array[2][0])*s;
z = (array[1][0]-array[0][1])*s;
x = (matrix[2][1] - matrix[1][2]) * s;
y = (matrix[0][2] - matrix[2][0]) * s;
z = (matrix[1][0] - matrix[0][1]) * s;
w = 0.5 * r;
}
}

View File

@ -46,8 +46,17 @@ struct Quaternion {
// -------------------- Attributes -------------------- //
/// Components of the quaternion
decimal x, y, z, w;
/// Component x
decimal x;
/// Component y
decimal y;
/// Component z
decimal z;
/// Component w
decimal w;
// -------------------- Methods -------------------- //
@ -69,12 +78,21 @@ struct Quaternion {
/// Destructor
~Quaternion();
/// Set all the values
void setAllValues(decimal newX, decimal newY, decimal newZ, decimal newW);
/// Set the quaternion to zero
void setToZero();
/// Return the vector v=(x y z) of the quaternion
Vector3 vectorV() const;
Vector3 getVectorV() const;
/// Return the length of the quaternion
decimal length() const;
/// Normalize the quaternion
void normalize();
/// Return the unit quaternion
Quaternion getUnit() const;
@ -112,6 +130,9 @@ struct Quaternion {
/// Overloaded operator for the multiplication
Quaternion operator*(const Quaternion& quaternion) const;
/// Overloaded operator for the multiplication with a vector
Vector3 operator*(const Vector3& point);
/// Overloaded operator for assignment
Quaternion& operator=(const Quaternion& quaternion);
@ -119,8 +140,24 @@ struct Quaternion {
bool operator==(const Quaternion& quaternion) const;
};
/// Set all the values
inline void Quaternion::setAllValues(decimal newX, decimal newY, decimal newZ, decimal newW) {
x = newX;
y = newY;
z = newZ;
w = newW;
}
/// Set the quaternion to zero
inline void Quaternion::setToZero() {
x = 0;
y = 0;
z = 0;
w = 0;
}
// Return the vector v=(x y z) of the quaternion
inline Vector3 Quaternion::vectorV() const {
inline Vector3 Quaternion::getVectorV() const {
// Return the vector v
return Vector3(x, y, z);
@ -131,6 +168,20 @@ inline decimal Quaternion::length() const {
return sqrt(x*x + y*y + z*z + w*w);
}
// Normalize the quaternion
inline void Quaternion::normalize() {
decimal l = length();
// Check if the length is not equal to zero
assert (l > MACHINE_EPSILON);
x /= l;
y /= l;
z /= l;
w /= l;
}
// Return the unit quaternion
inline Quaternion Quaternion::getUnit() const {
decimal lengthQuaternion = length();
@ -192,9 +243,16 @@ inline Quaternion Quaternion::operator*(decimal nb) const {
// Overloaded operator for the multiplication of two quaternions
inline Quaternion Quaternion::operator*(const Quaternion& quaternion) const {
return Quaternion(w * quaternion.w - vectorV().dot(quaternion.vectorV()),
w * quaternion.vectorV() + quaternion.w * vectorV() +
vectorV().cross(quaternion.vectorV()));
return Quaternion(w * quaternion.w - getVectorV().dot(quaternion.getVectorV()),
w * quaternion.getVectorV() + quaternion.w * getVectorV() +
getVectorV().cross(quaternion.getVectorV()));
}
// Overloaded operator for the multiplication with a vector.
/// This methods rotates a point given the rotation of a quaternion.
inline Vector3 Quaternion::operator*(const Vector3& point) {
Quaternion p(point.x, point.y, point.z, 0.0);
return (((*this) * p) * getConjugate()).getVectorV();
}
// Overloaded operator for the assignment

View File

@ -99,6 +99,9 @@ class Transform {
const Transform& newTransform,
decimal interpolationFactor);
/// Return the identity transform
static Transform identity();
/// Return the transformed vector
Vector3 operator*(const Vector3& vector) const;
@ -153,12 +156,12 @@ inline void Transform::setFromOpenGL(decimal* openglMatrix) {
// Get the OpenGL matrix of the transform
inline void Transform::getOpenGLMatrix(decimal* openglMatrix) const {
const Matrix3x3& matrix = mOrientation.getMatrix();
openglMatrix[0] = matrix.getValue(0, 0); openglMatrix[1] = matrix.getValue(1, 0);
openglMatrix[2] = matrix.getValue(2, 0); openglMatrix[3] = 0.0;
openglMatrix[4] = matrix.getValue(0, 1); openglMatrix[5] = matrix.getValue(1, 1);
openglMatrix[6] = matrix.getValue(2, 1); openglMatrix[7] = 0.0;
openglMatrix[8] = matrix.getValue(0, 2); openglMatrix[9] = matrix.getValue(1, 2);
openglMatrix[10] = matrix.getValue(2, 2); openglMatrix[11] = 0.0;
openglMatrix[0] = matrix[0][0]; openglMatrix[1] = matrix[1][0];
openglMatrix[2] = matrix[2][0]; openglMatrix[3] = 0.0;
openglMatrix[4] = matrix[0][1]; openglMatrix[5] = matrix[1][1];
openglMatrix[6] = matrix[2][1]; openglMatrix[7] = 0.0;
openglMatrix[8] = matrix[0][2]; openglMatrix[9] = matrix[1][2];
openglMatrix[10] = matrix[2][2]; openglMatrix[11] = 0.0;
openglMatrix[12] = mPosition.x; openglMatrix[13] = mPosition.y;
openglMatrix[14] = mPosition.z; openglMatrix[15] = 1.0;
}
@ -185,6 +188,11 @@ inline Transform Transform::interpolateTransforms(const Transform& oldTransform,
return Transform(interPosition, interOrientation);
}
// Return the identity transform
inline Transform Transform::identity() {
return Transform(Vector3(0, 0, 0), Quaternion::identity());
}
// Return the transformed vector
inline Vector3 Transform::operator*(const Vector3& vector) const {
return (mOrientation.getMatrix() * vector) + mPosition;

View File

@ -46,8 +46,14 @@ struct Vector3 {
// -------------------- Attributes -------------------- //
/// Values of the 3D vector
decimal x, y, z;
/// Component x
decimal x;
/// Component y
decimal y;
/// Component z
decimal z;
// -------------------- Methods -------------------- //
@ -66,7 +72,10 @@ struct Vector3 {
/// Set all the values of the vector
void setAllValues(decimal newX, decimal newY, decimal newZ);
/// Return the lenght of the vector
/// Set the vector to zero
void setToZero();
/// Return the length of the vector
decimal length() const;
/// Return the square of the length of the vector
@ -142,6 +151,13 @@ struct Vector3 {
friend Vector3 operator/(const Vector3& vector, decimal number);
};
// Set the vector to zero
inline void Vector3::setToZero() {
x = 0;
y = 0;
z = 0;
}
// Set all the values of the vector
inline void Vector3::setAllValues(decimal newX, decimal newY, decimal newZ) {
x = newX;
@ -183,14 +199,7 @@ inline void Vector3::normalize() {
// Return the corresponding absolute value vector
inline Vector3 Vector3::getAbsoluteVector() const {
return Vector3(std::abs(x), std::abs(y), std::abs(z));
}
// Return true if two vectors are parallel
inline bool Vector3::isParallelWith(const Vector3& vector) const {
decimal scalarProd = this->dot(vector);
return approxEqual(std::abs(scalarProd), length() * vector.length());
}
}
// Return the axis with the minimal value
inline int Vector3::getMinAxis() const {

View File

@ -35,9 +35,10 @@ namespace reactphysics3d {
// ---------- Mathematics functions ---------- //
/// function to test if two real numbers are (almost) equal
/// Function to test if two real numbers are (almost) equal
/// We test if two numbers a and b are such that (a-b) are in [-EPSILON; EPSILON]
inline bool approxEqual(decimal a, decimal b, decimal epsilon = 1.0e-10) {
inline bool approxEqual(decimal a, decimal b, decimal epsilon = MACHINE_EPSILON) {
decimal difference = a - b;
return (difference < epsilon && difference > -epsilon);
}

20
test/CMakeLists.txt Normal file
View File

@ -0,0 +1,20 @@
# Minimum cmake version required
cmake_minimum_required(VERSION 2.6)
# Project configuration
PROJECT(TESTS)
# Headers
INCLUDE_DIRECTORIES(${REACTPHYSICS3D_SOURCE_DIR}/test)
# Sources files of tests
file (
GLOB_RECURSE
TESTS_SOURCE_FILES
${REACTPHYSICS3D_SOURCE_DIR}/test/*
)
# Create the tests executable
ADD_EXECUTABLE(tests ${TESTS_SOURCE_FILES})
TARGET_LINK_LIBRARIES(tests reactphysics3d)

86
test/Test.cpp Normal file
View File

@ -0,0 +1,86 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "Test.h"
using namespace reactphysics3d;
/// Constructor
Test::Test(std::ostream* stream) : mOutputStream(stream), mNbPassedTests(0), mNbFailedTests(0) {
}
/// Destructor
Test::~Test() {
}
// Called to test a boolean condition.
// This method should not be called directly in your test but you should call test() instead (macro)
void Test::applyTest(bool condition, const std::string& testText,
const char* filename, long lineNumber) {
// If the boolean condition is true
if (condition) {
// The test passed, call the succeed() method
succeed();
}
else { // If the boolean condition is false
// The test failed, call the applyFail() method
applyFail(testText, filename, lineNumber);
}
}
// Called when a test has failed.
// This method should not be called directly in your test buy you should call fail() instead (macro)
void Test::applyFail(const std::string& testText, const char* filename, long lineNumber) {
if (mOutputStream) {
// Display the failure message
*mOutputStream << typeid(*this).name() << "failure : (" << testText << "), " <<
filename << "(line " << lineNumber << ")" << std::endl;
}
// Increase the number of failed tests
mNbFailedTests++;
}
/// Display the report of the unit test and return the number of failed tests
long Test::report() const {
if(mOutputStream) {
*mOutputStream << "Test \"" <<
typeid(*this).name()
<< "\":\n\tPassed: " << mNbPassedTests << "\tFailed: " <<
mNbFailedTests << std::endl;
}
// Return the number of failed tests
return mNbFailedTests;
}

153
test/Test.h Normal file
View File

@ -0,0 +1,153 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_H
#define TEST_H
// Libraries
#include <string>
#include <iostream>
#include <cassert>
/// Reactphysics3D namespace
namespace reactphysics3d {
// Macros
#define test(condition) applyTest(condition, #condition, __FILE__, __LINE__)
#define fail(text) applyFail(text, __FILE__, __LINE__);
// Class Test
/**
* This abstract class represents a unit test. To create a unit test, you simply
* need to create a class that inherits from the Test class, override the run() method and
* use the test() and fail() macros.
*/
class Test {
private :
// ---------- Attributes ---------- //
/// Number of tests that passed
long mNbPassedTests;
/// Number of tests that failed
long mNbFailedTests;
/// Output stream
std::ostream* mOutputStream;
// ---------- Methods ---------- //
/// Copy constructor is private
Test(const Test&);
/// Assignment operator is private
Test& operator=(const Test& test);
protected :
// ---------- Methods ---------- //
/// Called to test a boolean condition.
/// This method should not be called directly in your test but you should
/// call test() instead (macro)
void applyTest(bool condition, const std::string& testText,
const char* filename, long lineNumber);
/// Called when a test has failed.
/// This method should not be called directly in your test buy you should
/// call fail() instead (macro)
void applyFail(const std::string& testText, const char* filename, long lineNumber);
public :
// ---------- Methods ---------- //
/// Constructor
Test(std::ostream* stream = &std::cout);
/// Destructor
~Test();
/// Return the number of passed tests
long getNbPassedTests() const;
/// Return the number of failed tests
long getNbFailedTests() const;
/// Return the output stream
const std::ostream* getOutputStream() const;
/// Set the output stream
void setOutputStream(std::ostream *stream);
/// Run the unit test
virtual void run() = 0;
/// Called when a test passed
void succeed();
/// Reset the unit test
virtual void reset();
/// Display the report of the unit test and return the number of failed tests
long report() const;
};
// Called when a test passed
inline void Test::succeed() {
mNbPassedTests++;
}
// Reset the unit test
inline void Test::reset() {
mNbPassedTests = 0;
mNbFailedTests = 0;
}
// Return the number of passed tests
inline long Test::getNbPassedTests() const {
return mNbPassedTests;
}
// Return the number of failed tests
inline long Test::getNbFailedTests() const {
return mNbFailedTests;
}
// Return the output stream
inline const std::ostream* Test::getOutputStream() const {
return mOutputStream;
}
// Set the output stream
inline void Test::setOutputStream(std::ostream* stream) {
mOutputStream = stream;
}
}
#endif

145
test/TestSuite.cpp Normal file
View File

@ -0,0 +1,145 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Librairies
#include "TestSuite.h"
using namespace reactphysics3d;
// Constructor
TestSuite::TestSuite(const std::string& name, std::ostream* outputStream)
: mName(name), mOutputStream(outputStream) {
}
// Return the number of passed tests
long TestSuite::getNbPassedTests() const {
long nbPassedTests = 0;
for (size_t i=0; i<mTests.size(); i++) {
assert(mTests[i]);
nbPassedTests += mTests[i]->getNbPassedTests();
}
return nbPassedTests;
}
// Return the number of failed tests
long TestSuite::getNbFailedTests() const {
long nbFailedTests = 0;
for (size_t i=0; i<mTests.size(); i++) {
assert(mTests[i]);
nbFailedTests += mTests[i]->getNbFailedTests();
}
return nbFailedTests;
}
// Add a unit test in the test suite
void TestSuite::addTest(Test* test) {
if (test == NULL) {
throw std::invalid_argument("Error : You cannot add a NULL test in the test suite.");
}
else if (mOutputStream != NULL && test->getOutputStream() == NULL) {
test->setOutputStream(mOutputStream);
}
// Add the test to the suite
mTests.push_back(test);
// Reset the added test
test->reset();
}
// Add a test suite to the current test suite
void TestSuite::addTestSuite(const TestSuite& testSuite) {
// Add each test of the test suite to the current one
for (size_t i =0; i < testSuite.mTests.size(); i++) {
assert(testSuite.mTests[i] != NULL);
addTest(testSuite.mTests[i]);
}
}
// Launch the tests of the test suite
void TestSuite::run() {
// Reset all the tests
reset();
// Run all the tests
for (size_t i=0; i < mTests.size(); i++) {
assert(mTests[i] != NULL);
mTests[i]->run();
}
}
// Reset the test suite
void TestSuite::reset() {
for(size_t i=0; i < mTests.size(); ++i) {
assert(mTests[i]);
mTests[i]->reset();
}
}
// Display the tests report and return the number of failed tests
long TestSuite::report() const {
if (mOutputStream != NULL) {
long nbFailedTests = 0;
*mOutputStream << "Test Suite \"" << mName << "\"\n=====";
size_t i;
for (i=0; i < mName.size(); i++) {
*mOutputStream << "=";
}
*mOutputStream << "=" << std::endl;
for (i=0; i < mTests.size(); i++) {
assert(mTests[i] != NULL);
nbFailedTests += mTests[i]->report();
}
*mOutputStream << "=====";
for (i=0; i < mName.size(); i++) {
*mOutputStream << "=";
}
*mOutputStream << "=" << std::endl;
// Return the number of failed tests
return nbFailedTests;
}
else {
return getNbFailedTests();
}
}
// Delete all the tests
void TestSuite::clear() {
for (size_t i=0; i<mTests.size(); i++) {
delete mTests[i];
mTests[i] = NULL;
}
}

125
test/TestSuite.h Normal file
View File

@ -0,0 +1,125 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_SUITE_H
#define TEST_SUITE_H
// Libraries
#include "Test.h"
#include <vector>
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestSuite
/**
* This class represents a test suite that can
* contains multiple unit tests. You can also add a test suite inside
* another test suite (all the tests of the first test suite will be added
* to the second one).
*/
class TestSuite {
private :
// ---------- Attributes ---------- //
/// Name of the test suite
std::string mName;
/// Output stream
std::ostream* mOutputStream;
/// All the tests of the test suite
std::vector<Test*> mTests;
// ---------- Methods ---------- //
/// Reset the test suite
void reset();
/// Private copy-constructor
TestSuite(const TestSuite& testSuite);
/// Private assigmnent operator
TestSuite& operator=(const TestSuite testSuite);
public :
// ---------- Methods ---------- //
/// Constructor
TestSuite(const std::string& name, std::ostream* outputStream = &std::cout);
/// Return the name of the test suite
std::string getName() const;
/// Return the number of passed tests
long getNbPassedTests() const;
/// Return the number of failed tests
long getNbFailedTests() const;
/// Return the output stream
const std::ostream* getOutputStream() const;
/// Set the output stream
void setOutputStream(std::ostream* outputStream);
/// Add a unit test in the test suite
void addTest(Test* test);
/// Add a test suite to the current test suite
void addTestSuite(const TestSuite& testSuite);
/// Launch the tests of the test suite
void run();
/// Display the tests report and return the number of failed tests
long report() const;
// Delete all the tests
void clear();
};
// Return the name of the test suite
inline std::string TestSuite::getName() const {
return mName;
}
// Return the output stream
inline const std::ostream* TestSuite::getOutputStream() const {
return mOutputStream;
}
// Set the output stream
inline void TestSuite::setOutputStream(std::ostream* outputStream) {
mOutputStream = outputStream;
}
}
#endif

58
test/main.cpp Normal file
View File

@ -0,0 +1,58 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "TestSuite.h"
#include "tests/mathematics/TestVector3.h"
#include "tests/mathematics/TestTransform.h"
#include "tests/mathematics/TestQuaternion.h"
#include "tests/mathematics/TestMatrix3x3.h"
using namespace reactphysics3d;
int main() {
TestSuite testSuite("ReactPhysics3D Tests");
// ---------- Mathematics tests ---------- //
testSuite.addTest(new TestVector3);
testSuite.addTest(new TestTransform);
testSuite.addTest(new TestQuaternion);
testSuite.addTest(new TestMatrix3x3);
// ----------------------------- --------- //
// Run the tests
testSuite.run();
// Display the report
long nbFailedTests = testSuite.report();
// Clear the tests from the test suite
testSuite.clear();
return nbFailedTests;
}

View File

@ -0,0 +1,280 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_MATRIX3X3_H
#define TEST_MATRIX3X3_H
#endif
// Libraries
#include "../../Test.h"
#include "../../../src/mathematics/Matrix3x3.h"
using namespace reactphysics3d;
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestMatrix3x3
/**
* Unit test for the Matrix3x3 class
*/
class TestMatrix3x3 : public Test {
private :
// ---------- Atributes ---------- //
/// Identity transform
Matrix3x3 mIdentity;
/// First example matrix
Matrix3x3 mMatrix1;
public :
// ---------- Methods ---------- //
/// Constructor
TestMatrix3x3() : mIdentity(Matrix3x3::identity()),
mMatrix1(2, 24, 4, 5, -6, 234, -15, 11, 66) {
}
/// Run the tests
void run() {
testConstructors();
testGetSet();
testIdentity();
testOthersMethods();
testOperators();
}
/// Test the constructors
void testConstructors() {
Matrix3x3 test1(5.0);
Matrix3x3 test2(2, 3, 4, 5, 6, 7, 8, 9, 10);
Matrix3x3 test3(mMatrix1);
test(test1[0][0] == 5);
test(test1[0][1] == 5);
test(test1[0][2] == 5);
test(test1[1][0] == 5);
test(test1[1][1] == 5);
test(test1[1][2] == 5);
test(test1[2][0] == 5);
test(test1[2][1] == 5);
test(test1[2][2] == 5);
test(test2[0][0] == 2);
test(test2[0][1] == 3);
test(test2[0][2] == 4);
test(test2[1][0] == 5);
test(test2[1][1] == 6);
test(test2[1][2] == 7);
test(test2[2][0] == 8);
test(test2[2][1] == 9);
test(test2[2][2] == 10);
test(test3 == mMatrix1);
}
/// Test the getter and setter methods
void testGetSet() {
// Test method to set all the values
Matrix3x3 test2;
test2.setAllValues(2, 24, 4, 5, -6, 234, -15, 11, 66);
test(test2 == mMatrix1);
// Test method to set to zero
test2.setToZero();
test(test2 == Matrix3x3(0, 0, 0, 0, 0, 0, 0, 0, 0));
// Test method that returns a column
Vector3 column1 = mMatrix1.getColumn(0);
Vector3 column2 = mMatrix1.getColumn(1);
Vector3 column3 = mMatrix1.getColumn(2);
test(column1 == Vector3(2, 5, -15));
test(column2 == Vector3(24, -6, 11));
test(column3 == Vector3(4, 234, 66));
// Test method that returns a row
Vector3 row1 = mMatrix1.getRow(0);
Vector3 row2 = mMatrix1.getRow(1);
Vector3 row3 = mMatrix1.getRow(2);
test(row1 == Vector3(2, 24, 4));
test(row2 == Vector3(5, -6, 234));
test(row3 == Vector3(-15, 11, 66));
}
/// Test the identity methods
void testIdentity() {
Matrix3x3 identity = Matrix3x3::identity();
Matrix3x3 test1;
test1.setToIdentity();
test(identity[0][0] == 1);
test(identity[0][1] == 0);
test(identity[0][2] == 0);
test(identity[1][0] == 0);
test(identity[1][1] == 1);
test(identity[1][2] == 0);
test(identity[2][0] == 0);
test(identity[2][1] == 0);
test(identity[2][2] == 1);
test(test1 == Matrix3x3::identity());
}
/// Test others methods
void testOthersMethods() {
// Test transpose
Matrix3x3 transpose = mMatrix1.getTranspose();
test(transpose == Matrix3x3(2, 5, -15, 24, -6, 11, 4, 234, 66));
// Test trace
test(mMatrix1.getTrace() == 62);
test(Matrix3x3::identity().getTrace() == 3);
// Test determinant
Matrix3x3 matrix(-24, 64, 253, -35, 52, 72, 21, -35, -363);
test(mMatrix1.getDeterminant() == -98240);
test(matrix.getDeterminant() == -290159);
test(mIdentity.getDeterminant() == 1);
// Test inverse
Matrix3x3 inverseMatrix = matrix.getInverse();
test(approxEqual(inverseMatrix[0][0], decimal(0.056369), decimal(10e-6)));
test(approxEqual(inverseMatrix[0][1], decimal(-0.049549), decimal(10e-6)));
test(approxEqual(inverseMatrix[0][2], decimal(0.029460), decimal(10e-6)));
test(approxEqual(inverseMatrix[1][0], decimal(0.038575), decimal(10e-6)));
test(approxEqual(inverseMatrix[1][1], decimal(-0.011714), decimal(10e-6)));
test(approxEqual(inverseMatrix[1][2], decimal(0.024562), decimal(10e-6)));
test(approxEqual(inverseMatrix[2][0], decimal(-0.000458), decimal(10e-6)));
test(approxEqual(inverseMatrix[2][1], decimal(-0.001737), decimal(10e-6)));
test(approxEqual(inverseMatrix[2][2], decimal(-0.003419), decimal(10e-6)));
Matrix3x3 inverseMatrix1 = mMatrix1.getInverse();
test(approxEqual(inverseMatrix1[0][0], decimal(0.030232), decimal(10e-6)));
test(approxEqual(inverseMatrix1[0][1], decimal(0.015676), decimal(10e-6)));
test(approxEqual(inverseMatrix1[0][2], decimal(-0.057410), decimal(10e-6)));
test(approxEqual(inverseMatrix1[1][0], decimal(0.039088), decimal(10e-6)));
test(approxEqual(inverseMatrix1[1][1], decimal(-0.001954), decimal(10e-6)));
test(approxEqual(inverseMatrix1[1][2], decimal(0.004560), decimal(10e-6)));
test(approxEqual(inverseMatrix1[2][0], decimal(0.000356), decimal(10e-6)));
test(approxEqual(inverseMatrix1[2][1], decimal(0.003888), decimal(10e-6)));
test(approxEqual(inverseMatrix1[2][2], decimal(0.001344), decimal(10e-6)));
// Test absolute matrix
Matrix3x3 matrix2(-2, -3, -4, -5, -6, -7, -8, -9, -10);
test(matrix.getAbsoluteMatrix() == Matrix3x3(24, 64, 253, 35, 52, 72, 21, 35, 363));
Matrix3x3 absoluteMatrix = matrix2.getAbsoluteMatrix();
test(absoluteMatrix == Matrix3x3(2, 3, 4, 5, 6, 7, 8, 9, 10));
}
/// Test the operators
void testOperators() {
// Test addition
Matrix3x3 matrix1(2, 3, 4, 5, 6, 7, 8, 9, 10);
Matrix3x3 matrix2(-2, 3, -5, 10, 4, 7, 2, 5, 8);
Matrix3x3 addition1 = matrix1 + matrix2;
Matrix3x3 addition2(matrix1);
addition2 += matrix2;
test(addition1 == Matrix3x3(0, 6, -1, 15, 10, 14, 10, 14, 18));
test(addition2 == Matrix3x3(0, 6, -1, 15, 10, 14, 10, 14, 18));
// Test substraction
Matrix3x3 substraction1 = matrix1 - matrix2;
Matrix3x3 substraction2(matrix1);
substraction2 -= matrix2;
test(substraction1 == Matrix3x3(4, 0, 9, -5, 2, 0, 6, 4, 2));
test(substraction2 == Matrix3x3(4, 0, 9, -5, 2, 0, 6, 4, 2));
// Test negative operator
Matrix3x3 negative = -matrix1;
test(negative == Matrix3x3(-2, -3, -4, -5, -6, -7, -8, -9, -10));
// Test multiplication with a number
Matrix3x3 multiplication1 = 3 * matrix1;
Matrix3x3 multiplication2 = matrix1 * 3;
Matrix3x3 multiplication3(matrix1);
multiplication3 *= 3;
test(multiplication1 == Matrix3x3(6, 9, 12, 15, 18, 21, 24, 27, 30));
test(multiplication2 == Matrix3x3(6, 9, 12, 15, 18, 21, 24, 27, 30));
test(multiplication3 == Matrix3x3(6, 9, 12, 15, 18, 21, 24, 27, 30));
// Test multiplication with a matrix
Matrix3x3 multiplication4 = matrix1 * matrix2;
Matrix3x3 multiplication5 = matrix2 * matrix1;
test(multiplication4 == Matrix3x3(34, 38, 43, 64, 74, 73, 94, 110, 103));
test(multiplication5 == Matrix3x3(-29, -33, -37, 96, 117, 138, 93, 108, 123));
// Test multiplication with a vector
Vector3 vector1(3, -32, 59);
Vector3 vector2(-31, -422, 34);
Vector3 test1 = matrix1 * vector1;
Vector3 test2 = matrix2 * vector2;
test(test1 == Vector3(146, 236, 326));
test(test2 == Vector3(-1374, -1760, -1900));
// Test equality operators
test(Matrix3x3(34, 38, 43, 64, 74, 73, 94, 110, 103) ==
Matrix3x3(34, 38, 43, 64, 74, 73, 94, 110, 103));
test(Matrix3x3(34, 64, 43, 7, -1, 73, 94, 110, 103) !=
Matrix3x3(34, 38, 43, 64, 74, 73, 94, 110, 103));
// Test operator to read a value
test(mMatrix1[0][0] == 2);
test(mMatrix1[0][1] == 24);
test(mMatrix1[0][2] == 4);
test(mMatrix1[1][0] == 5);
test(mMatrix1[1][1] == -6);
test(mMatrix1[1][2] == 234);
test(mMatrix1[2][0] == -15);
test(mMatrix1[2][1] == 11);
test(mMatrix1[2][2] == 66);
// Test operator to set a value
Matrix3x3 test3;
test3[0][0] = 2;
test3[0][1] = 24;
test3[0][2] = 4;
test3[1][0] = 5;
test3[1][1] = -6;
test3[1][2] = 234;
test3[2][0] = -15;
test3[2][1] = 11;
test3[2][2] = 66;
test(test3 == mMatrix1);
}
};
}

View File

@ -0,0 +1,231 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_QUATERNION_H
#define TEST_QUATERNION_H
#endif
// Libraries
#include "../../Test.h"
#include "../../../src/mathematics/Quaternion.h"
using namespace reactphysics3d;
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestQuaternion
/**
* Unit test for the Quaternion class
*/
class TestQuaternion : public Test {
private :
// ---------- Atributes ---------- //
/// Identity Quaternion
Quaternion mIdentity;
/// First test quaternion
Quaternion mQuaternion1;
public :
// ---------- Methods ---------- //
/// Constructor
TestQuaternion() : mIdentity(Quaternion::identity()) {
decimal sinA = sin(decimal(PI/8.0));
decimal cosA = cos(decimal(PI/8.0));
Vector3 vector(2, 3, 4);
vector.normalize();
mQuaternion1 = Quaternion(vector.x * sinA, vector.y * sinA, vector.z * sinA, cosA);
mQuaternion1.normalize();
}
/// Run the tests
void run() {
testConstructors();
testUnitLengthNormalize();
testOthersMethods();
testOperators();
}
/// Test the constructors
void testConstructors() {
Quaternion quaternion1(mQuaternion1);
test(mQuaternion1== quaternion1);
Quaternion quaternion2(4, 5, 6, 7);
test(quaternion2 == Quaternion(4, 5, 6, 7));
Quaternion quaternion3(8, Vector3(3, 5, 2));
test(quaternion3 == Quaternion(3, 5, 2, 8));
Quaternion quaternion4(mQuaternion1.getMatrix());
test(approxEqual(quaternion4.x, mQuaternion1.x));
test(approxEqual(quaternion4.y, mQuaternion1.y));
test(approxEqual(quaternion4.z, mQuaternion1.z));
test(approxEqual(quaternion4.w, mQuaternion1.w));
}
/// Test unit, length, normalize methods
void testUnitLengthNormalize() {
// Test method that returns the length
Quaternion quaternion(2, 3, -4, 5);
test(approxEqual(quaternion.length(), sqrt(decimal(54.0))));
// Test method that returns a unit quaternion
test(approxEqual(quaternion.getUnit().length(), 1.0));
// Test the normalization method
Quaternion quaternion2(4, 5, 6, 7);
quaternion2.normalize();
test(approxEqual(quaternion2.length(), 1.0));
}
/// Test others methods
void testOthersMethods() {
// Test the method to set the values
Quaternion quaternion;
quaternion.setAllValues(1, 2, 3, 4);
test(quaternion == Quaternion(1, 2, 3, 4));
// Test the method to set the quaternion to zero
quaternion.setToZero();
test(quaternion == Quaternion(0, 0, 0, 0));
// Test the method to get the vector (x, y, z)
Vector3 v = mQuaternion1.getVectorV();
test(v.x == mQuaternion1.x);
test(v.y == mQuaternion1.y);
test(v.z == mQuaternion1.z);
// Test the conjugate method
Quaternion conjugate = mQuaternion1.getConjugate();
test(conjugate.x == -mQuaternion1.x);
test(conjugate.y == -mQuaternion1.y);
test(conjugate.z == -mQuaternion1.z);
test(conjugate.w == mQuaternion1.w);
// Test the inverse method
Quaternion inverse = mQuaternion1.getInverse();
Quaternion product = mQuaternion1 * inverse;
test(approxEqual(product.x, mIdentity.x, decimal(10e-6)));
test(approxEqual(product.y, mIdentity.y, decimal(10e-6)));
test(approxEqual(product.z, mIdentity.z, decimal(10e-6)));
test(approxEqual(product.w, mIdentity.w, decimal(10e-6)));
// Test the dot product
Quaternion quaternion1(2, 3, 4, 5);
Quaternion quaternion2(6, 7, 8, 9);
decimal dotProduct = quaternion1.dot(quaternion2);
test(dotProduct == 110);
// Test the method that returns the rotation angle and axis
Vector3 axis;
decimal angle;
Vector3 originalAxis = Vector3(2, 3, 4).getUnit();
mQuaternion1.getRotationAngleAxis(angle, axis);
test(approxEqual(axis.x, originalAxis.x));
test(approxEqual(angle, decimal(PI/4.0), decimal(10e-6)));
// Test the method that returns the corresponding matrix
Matrix3x3 matrix = mQuaternion1.getMatrix();
Vector3 vector(56, -2, 82);
Vector3 vector1 = matrix * vector;
Vector3 vector2 = mQuaternion1 * vector;
test(approxEqual(vector1.x, vector2.x));
test(approxEqual(vector1.y, vector2.y));
test(approxEqual(vector1.z, vector2.z));
// Test slerp method
Quaternion quatStart = quaternion1.getUnit();
Quaternion quatEnd = quaternion2.getUnit();
Quaternion test1 = Quaternion::slerp(quatStart, quatEnd, 0.0);
Quaternion test2 = Quaternion::slerp(quatStart, quatEnd, 1.0);
test(test1 == quatStart);
test(test2 == quatEnd);
decimal sinA = sin(decimal(PI/4.0));
decimal cosA = cos(decimal(PI/4.0));
Quaternion quat(sinA, 0, 0, cosA);
Quaternion test3 = Quaternion::slerp(mIdentity, quat, decimal(0.5));
test(approxEqual(test3.x, sin(decimal(PI/8.0))));
test(approxEqual(test3.y, 0.0));
test(approxEqual(test3.z, 0.0));
test(approxEqual(test3.w, cos(decimal(PI/8.0)), decimal(10e-6)));
}
/// Test overloaded operators
void testOperators() {
// Test addition
Quaternion quat1(4, 5, 2, 10);
Quaternion quat2(-2, 7, 8, 3);
Quaternion test1 = quat1 + quat2;
test(test1 == Quaternion(2, 12, 10, 13));
// Test substraction
Quaternion test2 = quat1 - quat2;
test(test2 == Quaternion(6, -2, -6, 7));
// Test multiplication with a number
Quaternion test3 = quat1 * 3.0;
test(test3 == Quaternion(12, 15, 6, 30));
// Test multiplication between two quaternions
Quaternion test4 = quat1 * quat2;
Quaternion test5 = mQuaternion1 * mIdentity;
test(test4 == Quaternion(18, 49, 124, -13));
test(test5 == mQuaternion1);
// Test multiplication between a quaternion and a point
Vector3 point(5, -24, 563);
Vector3 vector1 = mIdentity * point;
Vector3 vector2 = mQuaternion1 * point;
Vector3 testVector2 = mQuaternion1.getMatrix() * point;
test(vector1 == point);
test(approxEqual(vector2.x, testVector2.x, decimal(10e-6)));
test(approxEqual(vector2.y, testVector2.y, decimal(10e-6)));
test(approxEqual(vector2.z, testVector2.z, decimal(10e-6)));
// Test assignment operator
Quaternion quaternion;
quaternion = mQuaternion1;
test(quaternion == mQuaternion1);
// Test equality operator
test(mQuaternion1 == mQuaternion1);
}
};
}

View File

@ -0,0 +1,218 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_TRANSFORM_H
#define TEST_TRANSFORM_H
#endif
// Libraries
#include "../../Test.h"
#include "../../../src/mathematics/Transform.h"
using namespace reactphysics3d;
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestTransform
/**
* Unit test for the Transform class
*/
class TestTransform : public Test {
private :
// ---------- Atributes ---------- //
/// Identity transform
Transform mIdentityTransform;
/// First example transform
Transform mTransform1;
/// Second example transform
Transform mTransform2;
public :
// ---------- Methods ---------- //
/// Constructor
TestTransform() {
mIdentityTransform.setToIdentity();
decimal sinA = sin(PI/8.0f);
decimal cosA = cos(PI/8.0f);
mTransform1 = Transform(Vector3(4, 5, 6), Quaternion(sinA, sinA, sinA, cosA));
decimal sinB = sin(PI/3.0f);
decimal cosB = cos(PI/3.0f);
mTransform2 = Transform(Vector3(8, 45, -6), Quaternion(sinB, sinB, sinB, cosB));
}
/// Run the tests
void run() {
testConstructors();
testGetSet();
testInverse();
testGetSetOpenGLMatrix();
testInterpolateTransform();
testIdentity();
testOperators();
}
/// Test the constructors
void testConstructors() {
Transform transform1(Vector3(1, 2, 3), Quaternion(6, 7, 8, 9));
Transform transform2(Vector3(4, 5, 6), Matrix3x3(1, 0, 0, 0, 1, 0, 0, 0, 1));
Transform transform3(transform1);
test(transform1.getPosition() == Vector3(1, 2, 3));
test(transform1.getOrientation() == Quaternion(6, 7, 8, 9));
test(transform2.getPosition() == Vector3(4, 5, 6));
test(transform2.getOrientation() == Quaternion::identity());
test(transform3 == transform1);
}
/// Test getter and setter
void testGetSet() {
test(mIdentityTransform.getPosition() == Vector3(0, 0, 0));
test(mIdentityTransform.getOrientation() == Quaternion::identity());
Transform transform;
transform.setPosition(Vector3(5, 7, 8));
transform.setOrientation(Quaternion(1, 2, 3, 1));
test(transform.getPosition() == Vector3(5, 7, 8));
test(transform.getOrientation() == Quaternion(1, 2, 3, 1));
transform.setToIdentity();
test(transform.getPosition() == Vector3(0, 0, 0));
test(transform.getOrientation() == Quaternion::identity());
}
/// Test the inverse
void testInverse() {
Transform inverseTransform = mTransform1.inverse();
Vector3 vector(2, 3, 4);
Vector3 tempVector = mTransform1 * vector;
Vector3 tempVector2 = inverseTransform * tempVector;
test(approxEqual(tempVector2.x, vector.x, decimal(10e-6)));
test(approxEqual(tempVector2.y, vector.y, decimal(10e-6)));
test(approxEqual(tempVector2.z, vector.z, decimal(10e-6)));
}
/// Test methods to set and get transform matrix from and to OpenGL
void testGetSetOpenGLMatrix() {
Transform transform;
Vector3 position = mTransform1.getPosition();
Matrix3x3 orientation = mTransform1.getOrientation().getMatrix();
decimal openglMatrix[16] = {orientation[0][0], orientation[1][0],
orientation[2][0], 0,
orientation[0][1], orientation[1][1],
orientation[2][1], 0,
orientation[0][2], orientation[1][2],
orientation[2][2], 0,
position.x, position.y, position.z, 1};
transform.setFromOpenGL(openglMatrix);
decimal openglMatrix2[16];
transform.getOpenGLMatrix(openglMatrix2);
test(approxEqual(openglMatrix2[0], orientation[0][0]));
test(approxEqual(openglMatrix2[1], orientation[1][0]));
test(approxEqual(openglMatrix2[2], orientation[2][0]));
test(approxEqual(openglMatrix2[3], 0));
test(approxEqual(openglMatrix2[4], orientation[0][1]));
test(approxEqual(openglMatrix2[5], orientation[1][1]));
test(approxEqual(openglMatrix2[6], orientation[2][1]));
test(approxEqual(openglMatrix2[7], 0));
test(approxEqual(openglMatrix2[8], orientation[0][2]));
test(approxEqual(openglMatrix2[9], orientation[1][2]));
test(approxEqual(openglMatrix2[10], orientation[2][2]));
test(approxEqual(openglMatrix2[11], 0));
test(approxEqual(openglMatrix2[12], position.x));
test(approxEqual(openglMatrix2[13], position.y));
test(approxEqual(openglMatrix2[14], position.z));
test(approxEqual(openglMatrix2[15], 1));
}
/// Test the method to interpolate transforms
void testInterpolateTransform() {
Transform transformStart = Transform::interpolateTransforms(mTransform1, mTransform2,0);
Transform transformEnd = Transform::interpolateTransforms(mTransform1, mTransform2,1);
test(transformStart == mTransform1);
test(transformEnd == mTransform2);
decimal sinA = sin(PI/3.0f);
decimal cosA = cos(PI/3.0f);
decimal sinB = sin(PI/6.0f);
decimal cosB = cos(PI/6.0f);
Transform transform1(Vector3(4, 5, 6), Quaternion::identity());
Transform transform2(Vector3(8, 11, 16), Quaternion(sinA, sinA, sinA, cosA));
Transform transform = Transform::interpolateTransforms(transform1, transform2, 0.5);
Vector3 position = transform.getPosition();
Quaternion orientation = transform.getOrientation();
test(approxEqual(position.x, 6));
test(approxEqual(position.y, 8));
test(approxEqual(position.z, 11));
test(approxEqual(orientation.x, sinB));
test(approxEqual(orientation.y, sinB));
test(approxEqual(orientation.z, sinB));
test(approxEqual(orientation.w, cosB));
}
/// Test the identity methods
void testIdentity() {
Transform transform = Transform::identity();
test(transform.getPosition() == Vector3(0, 0, 0));
test(transform.getOrientation() == Quaternion::identity());
Transform transform2(Vector3(5, 6, 2), Quaternion(3, 5, 1, 6));
transform2.setToIdentity();
test(transform2.getPosition() == Vector3(0, 0, 0));
test(transform2.getOrientation() == Quaternion::identity());
}
/// Test the overloaded operators
void testOperators() {
// Equality, inequality operator
test(mTransform1 == mTransform1);
test(mTransform1 != mTransform2);
// Assignment operator
Transform transform;
transform = mTransform1;
test(transform == mTransform1);
// Multiplication
Vector3 vector(7, 53, 5);
Vector3 vector2 = mTransform2 * (mTransform1 * vector);
Vector3 vector3 = (mTransform2 * mTransform1) * vector;
test(approxEqual(vector2.x, vector3.x, decimal(10e-6)));
test(approxEqual(vector2.y, vector3.y, decimal(10e-6)));
test(approxEqual(vector2.z, vector3.z, decimal(10e-6)));
}
};
}

View File

@ -0,0 +1,234 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_VECTOR3_H
#define TEST_VECTOR3_H
#endif
// Libraries
#include "../../Test.h"
#include "../../../src/mathematics/Vector3.h"
using namespace reactphysics3d;
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestVector3
/**
* Unit test for the Vector3 class
*/
class TestVector3 : public Test {
private :
// ---------- Atributes ---------- //
/// Zero vector
Vector3 mVectorZero;
// Vector (3, 4, 5)
Vector3 mVector345;
public :
// ---------- Methods ---------- //
/// Constructor
TestVector3() : mVectorZero(0, 0, 0), mVector345(3, 4, 5) {}
/// Run the tests
void run() {
testConstructors();
testLengthMethods();
testDotCrossProducts();
testOthersMethods();
testOperators();
}
/// Test the constructors, getter and setter
void testConstructors() {
// Test constructor
test(mVectorZero.x == 0.0);
test(mVectorZero.y == 0.0);
test(mVectorZero.z == 0.0);
test(mVector345.x == 3.0);
test(mVector345.y == 4.0);
test(mVector345.z == 5.0);
// Test copy-constructor
Vector3 newVector(mVector345);
test(newVector.x == 3.0);
test(newVector.y == 4.0);
test(newVector.z == 5.0);
// Test method to set values
Vector3 newVector2;
newVector2.setAllValues(decimal(6.1), decimal(7.2), decimal(8.6));
test(approxEqual(newVector2.x, decimal(6.1)));
test(approxEqual(newVector2.y, decimal(7.2)));
test(approxEqual(newVector2.z, decimal(8.6)));
// Test method to set to zero
newVector2.setToZero();
test(newVector2 == Vector3(0, 0, 0));
}
/// Test the length, unit vector and normalize methods
void testLengthMethods() {
// Test length methods
test(mVectorZero.length() == 0.0);
test(mVectorZero.lengthSquare() == 0.0);
test(Vector3(1, 0, 0).length() == 1.0);
test(Vector3(0, 1, 0).length() == 1.0);
test(Vector3(0, 0, 1).length() == 1.0);
test(mVector345.lengthSquare() == 50.0);
// Test unit vector methods
test(Vector3(1, 0, 0).isUnit());
test(Vector3(0, 1, 0).isUnit());
test(Vector3(0, 0, 1).isUnit());
test(!mVector345.isUnit());
test(Vector3(5, 0, 0).getUnit() == Vector3(1, 0, 0));
test(Vector3(0, 5, 0).getUnit() == Vector3(0, 1, 0));
test(Vector3(0, 0, 5).getUnit() == Vector3(0, 0, 1));
test(!mVector345.isZero());
test(mVectorZero.isZero());
// Test normalization method
Vector3 mVector100(1, 0, 0);
Vector3 mVector010(0, 1, 0);
Vector3 mVector001(0, 0, 1);
Vector3 mVector500(5, 0, 0);
Vector3 mVector050(0, 5, 0);
Vector3 mVector005(0, 0, 5);
mVector100.normalize();
mVector010.normalize();
mVector001.normalize();
mVector500.normalize();
mVector050.normalize();
mVector005.normalize();
test(mVector100 == Vector3(1, 0, 0));
test(mVector010 == Vector3(0, 1, 0));
test(mVector001 == Vector3(0, 0, 1));
test(mVector500 == Vector3(1, 0, 0));
test(mVector050 == Vector3(0, 1, 0));
test(mVector005 == Vector3(0, 0, 1));
}
/// Test the dot and cross products
void testDotCrossProducts() {
// Test the dot product
test(Vector3(5, 0, 0).dot(Vector3(0, 8, 0)) == 0);
test(Vector3(5, 8, 0).dot(Vector3(0, 0, 6)) == 0);
test(Vector3(12, 45, 83).dot(Vector3(0, 0, 0)) == 0);
test(Vector3(5, 7, 8).dot(Vector3(5, 7, 8)) == 138);
test(Vector3(3, 6, 78).dot(Vector3(-3, -6, -78)) == -6129);
test(Vector3(2, 3, 5).dot(Vector3(2, 3, 5)) == 38);
test(Vector3(4, 3, 2).dot(Vector3(8, 9, 10)) == 79);
// Test the cross product
test(Vector3(0, 0, 0).cross(Vector3(0, 0, 0)) == Vector3(0, 0, 0));
test(Vector3(6, 7, 2).cross(Vector3(6, 7, 2)) == Vector3(0, 0, 0));
test(Vector3(1, 0, 0).cross(Vector3(0, 1, 0)) == Vector3(0, 0, 1));
test(Vector3(0, 1, 0).cross(Vector3(0, 0, 1)) == Vector3(1, 0, 0));
test(Vector3(0, 0, 1).cross(Vector3(0, 1, 0)) == Vector3(-1, 0, 0));
test(Vector3(4, 7, 24).cross(Vector3(8, 13, 11)) == Vector3(-235, 148, -4));
test(Vector3(-4, 42, -2).cross(Vector3(35, 7, -21)) == Vector3(-868, -154, -1498));
}
/// Test others methods
void testOthersMethods() {
// Test the method that returns the absolute vector
test(Vector3(4, 5, 6).getAbsoluteVector() == Vector3(4, 5, 6));
test(Vector3(-7, -24, -12).getAbsoluteVector() == Vector3(7, 24, 12));
// Test the method that returns the minimal element
test(Vector3(6, 35, 82).getMinAxis() == 0);
test(Vector3(564, 45, 532).getMinAxis() == 1);
test(Vector3(98, 23, 3).getMinAxis() == 2);
test(Vector3(-53, -25, -63).getMinAxis() == 2);
// Test the method that returns the maximal element
test(Vector3(6, 35, 82).getMaxAxis() == 2);
test(Vector3(7, 533, 36).getMaxAxis() == 1);
test(Vector3(98, 23, 3).getMaxAxis() == 0);
test(Vector3(-53, -25, -63).getMaxAxis() == 1);
}
/// Test the operators
void testOperators() {
// Test the [] operator
test(mVector345[0] == 3);
test(mVector345[1] == 4);
test(mVector345[2] == 5);
// Assignment operator
Vector3 newVector(6, 4, 2);
newVector = Vector3(7, 8, 9);
test(newVector == Vector3(7, 8, 9));
// Equality, inequality operators
test(Vector3(5, 7, 3) == Vector3(5, 7, 3));
test(Vector3(63, 64, 24) != Vector3(63, 64, 5));
test(Vector3(63, 64, 24) != Vector3(12, 64, 24));
test(Vector3(63, 64, 24) != Vector3(63, 8, 24));
// Addition, substraction
Vector3 vector1(6, 33, 62);
Vector3 vector2(7, 68, 35);
test(Vector3(63, 24, 5) + Vector3(3, 4, 2) == Vector3(66, 28, 7));
test(Vector3(63, 24, 5) - Vector3(3, 4, 2) == Vector3(60, 20, 3));
vector1 += Vector3(5, 10, 12);
vector2 -= Vector3(10, 21, 5);
test(vector1 == Vector3(11, 43, 74));
test(vector2 == Vector3(-3, 47, 30));
// Multiplication, division
Vector3 vector3(6, 33, 62);
Vector3 vector4(15, 60, 33);
test(Vector3(63, 24, 5) * 3 == Vector3(189, 72, 15));
test(3 * Vector3(63, 24, 5) == Vector3(189, 72, 15));
test(Vector3(14, 8, 50) / 2 == Vector3(7, 4, 25));
vector3 *= 10;
vector4 /= 3;
test(vector3 == Vector3(60, 330, 620));
test(vector4 == Vector3(5, 20, 11));
// Negative operator
Vector3 vector5(-34, 5, 422);
Vector3 negative = -vector5;
test(negative == Vector3(34, -5, -422));
}
};
}