Merge branch test_mathematics into develop
This commit is contained in:
commit
6731ed8be0
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@ -9,6 +9,7 @@ SET(LIBRARY_OUTPUT_PATH lib/)
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# Options
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OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
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OPTION(COMPILE_TESTS "Select this if you want to build the tests" OFF)
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# Headers
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INCLUDE_DIRECTORIES(src)
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@ -31,3 +32,8 @@ ADD_LIBRARY (
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IF (COMPILE_EXAMPLES)
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add_subdirectory(examples/fallingcubes)
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ENDIF (COMPILE_EXAMPLES)
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# If we need to compile the tests
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IF (COMPILE_TESTS)
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add_subdirectory(test/)
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ENDIF (COMPILE_TESTS)
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@ -27,6 +27,7 @@
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#include "ContactSolver.h"
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#include "DynamicsWorld.h"
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#include "../body/RigidBody.h"
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#include <limits>
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using namespace reactphysics3d;
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using namespace std;
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@ -34,6 +34,7 @@
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#include "../configuration.h"
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#if defined(WINDOWS_OS) // For Windows platform
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#define NOMINMAX // This is used to avoid definition of max() and min() macros
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#include <windows.h>
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#else // For Mac OS or Linux platform
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#include <sys/time.h>
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@ -56,9 +56,9 @@ Matrix3x3::~Matrix3x3() {
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// Copy-constructor
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Matrix3x3::Matrix3x3(const Matrix3x3& matrix) {
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setAllValues(matrix.mArray[0][0], matrix.mArray[0][1], matrix.mArray[0][2],
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matrix.mArray[1][0], matrix.mArray[1][1], matrix.mArray[1][2],
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matrix.mArray[2][0], matrix.mArray[2][1], matrix.mArray[2][2]);
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setAllValues(matrix.mRows[0][0], matrix.mRows[0][1], matrix.mRows[0][2],
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matrix.mRows[1][0], matrix.mRows[1][1], matrix.mRows[1][2],
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matrix.mRows[2][0], matrix.mRows[2][1], matrix.mRows[2][2]);
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}
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// Assignment operator
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@ -66,9 +66,9 @@ Matrix3x3& Matrix3x3::operator=(const Matrix3x3& matrix) {
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// Check for self-assignment
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if (&matrix != this) {
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setAllValues(matrix.mArray[0][0], matrix.mArray[0][1], matrix.mArray[0][2],
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matrix.mArray[1][0], matrix.mArray[1][1], matrix.mArray[1][2],
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matrix.mArray[2][0], matrix.mArray[2][1], matrix.mArray[2][2]);
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setAllValues(matrix.mRows[0][0], matrix.mRows[0][1], matrix.mRows[0][2],
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matrix.mRows[1][0], matrix.mRows[1][1], matrix.mRows[1][2],
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matrix.mRows[2][0], matrix.mRows[2][1], matrix.mRows[2][2]);
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}
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return *this;
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}
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@ -84,15 +84,15 @@ Matrix3x3 Matrix3x3::getInverse() const {
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decimal invDeterminant = decimal(1.0) / determinant;
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Matrix3x3 tempMatrix((mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]),
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-(mArray[0][1]*mArray[2][2]-mArray[2][1]*mArray[0][2]),
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(mArray[0][1]*mArray[1][2]-mArray[0][2]*mArray[1][1]),
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-(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]),
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(mArray[0][0]*mArray[2][2]-mArray[2][0]*mArray[0][2]),
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-(mArray[0][0]*mArray[1][2]-mArray[1][0]*mArray[0][2]),
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(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]),
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-(mArray[0][0]*mArray[2][1]-mArray[2][0]*mArray[0][1]),
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(mArray[0][0]*mArray[1][1]-mArray[0][1]*mArray[1][0]));
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Matrix3x3 tempMatrix((mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]),
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-(mRows[0][1]*mRows[2][2]-mRows[2][1]*mRows[0][2]),
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(mRows[0][1]*mRows[1][2]-mRows[0][2]*mRows[1][1]),
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-(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]),
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(mRows[0][0]*mRows[2][2]-mRows[2][0]*mRows[0][2]),
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-(mRows[0][0]*mRows[1][2]-mRows[1][0]*mRows[0][2]),
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(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]),
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-(mRows[0][0]*mRows[2][1]-mRows[2][0]*mRows[0][1]),
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(mRows[0][0]*mRows[1][1]-mRows[0][1]*mRows[1][0]));
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// Return the inverse matrix
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return (invDeterminant * tempMatrix);
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@ -45,8 +45,8 @@ class Matrix3x3 {
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// -------------------- Attributes -------------------- //
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/// Array with the values of the matrix
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decimal mArray[3][3];
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/// Rows of the matrix;
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Vector3 mRows[3];
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public :
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@ -71,19 +71,19 @@ class Matrix3x3 {
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/// Assignment operator
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Matrix3x3& operator=(const Matrix3x3& matrix);
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/// Get a value in the matrix
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decimal getValue(int i, int j) const;
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/// Set a value in the matrix
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void setValue(int i, int j, decimal value);
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/// Set all the values in the matrix
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void setAllValues(decimal a1, decimal a2, decimal a3, decimal b1, decimal b2, decimal b3,
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decimal c1, decimal c2, decimal c3);
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/// Set the matrix to zero
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void setToZero();
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/// Return a column
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Vector3 getColumn(int i) const;
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/// Return a row
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Vector3 getRow(int i) const;
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/// Return the transpose matrix
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Matrix3x3 getTranspose() const;
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@ -140,110 +140,120 @@ class Matrix3x3 {
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/// Overloaded operator for multiplication with a number with assignment
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Matrix3x3& operator*=(decimal nb);
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/// Overloaded operator to read element of the matrix.
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const Vector3& operator[](int row) const;
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/// Overloaded operator to read/write element of the matrix.
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Vector3& operator[](int row);
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};
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// Method to get a value in the matrix (inline)
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inline decimal Matrix3x3::getValue(int i, int j) const {
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assert(i>=0 && i<3 && j>=0 && j<3);
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return mArray[i][j];
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}
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// Method to set a value in the matrix (inline)
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inline void Matrix3x3::setValue(int i, int j, decimal value) {
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assert(i>=0 && i<3 && j>=0 && j<3);
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mArray[i][j] = value;
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}
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// Method to set all the values in the matrix
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inline void Matrix3x3::setAllValues(decimal a1, decimal a2, decimal a3,
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decimal b1, decimal b2, decimal b3,
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decimal c1, decimal c2, decimal c3) {
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mArray[0][0] = a1; mArray[0][1] = a2; mArray[0][2] = a3;
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mArray[1][0] = b1; mArray[1][1] = b2; mArray[1][2] = b3;
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mArray[2][0] = c1; mArray[2][1] = c2; mArray[2][2] = c3;
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mRows[0][0] = a1; mRows[0][1] = a2; mRows[0][2] = a3;
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mRows[1][0] = b1; mRows[1][1] = b2; mRows[1][2] = b3;
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mRows[2][0] = c1; mRows[2][1] = c2; mRows[2][2] = c3;
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}
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// Set the matrix to zero
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inline void Matrix3x3::setToZero() {
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mRows[0].setToZero();
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mRows[1].setToZero();
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mRows[2].setToZero();
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}
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// Return a column
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inline Vector3 Matrix3x3::getColumn(int i) const {
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assert(i>= 0 && i<3);
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return Vector3(mArray[0][i], mArray[1][i], mArray[2][i]);
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return Vector3(mRows[0][i], mRows[1][i], mRows[2][i]);
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}
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// Return a row
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inline Vector3 Matrix3x3::getRow(int i) const {
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assert(i>= 0 && i<3);
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return mRows[i];
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}
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// Return the transpose matrix
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inline Matrix3x3 Matrix3x3::getTranspose() const {
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// Return the transpose matrix
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return Matrix3x3(mArray[0][0], mArray[1][0], mArray[2][0],
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mArray[0][1], mArray[1][1], mArray[2][1],
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mArray[0][2], mArray[1][2], mArray[2][2]);
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return Matrix3x3(mRows[0][0], mRows[1][0], mRows[2][0],
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mRows[0][1], mRows[1][1], mRows[2][1],
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mRows[0][2], mRows[1][2], mRows[2][2]);
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}
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// Return the determinant of the matrix
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inline decimal Matrix3x3::getDeterminant() const {
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// Compute and return the determinant of the matrix
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return (mArray[0][0]*(mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]) -
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mArray[0][1]*(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]) +
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mArray[0][2]*(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]));
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return (mRows[0][0]*(mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]) -
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mRows[0][1]*(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]) +
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mRows[0][2]*(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]));
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}
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// Return the trace of the matrix
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inline decimal Matrix3x3::getTrace() const {
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// Compute and return the trace
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return (mArray[0][0] + mArray[1][1] + mArray[2][2]);
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return (mRows[0][0] + mRows[1][1] + mRows[2][2]);
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}
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// Set the matrix to the identity matrix
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inline void Matrix3x3::setToIdentity() {
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mArray[0][0] = 1.0; mArray[0][1] = 0.0; mArray[0][2] = 0.0;
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mArray[1][0] = 0.0; mArray[1][1] = 1.0; mArray[1][2] = 0.0;
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mArray[2][0] = 0.0; mArray[2][1] = 0.0; mArray[2][2] = 1.0;
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mRows[0][0] = 1.0; mRows[0][1] = 0.0; mRows[0][2] = 0.0;
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mRows[1][0] = 0.0; mRows[1][1] = 1.0; mRows[1][2] = 0.0;
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mRows[2][0] = 0.0; mRows[2][1] = 0.0; mRows[2][2] = 1.0;
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}
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// Return the 3x3 identity matrix
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inline Matrix3x3 Matrix3x3::identity() {
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// Return the isdentity matrix
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return Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
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}
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// Return the matrix with absolute values
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inline Matrix3x3 Matrix3x3::getAbsoluteMatrix() const {
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return Matrix3x3(fabs(mArray[0][0]), fabs(mArray[0][1]), fabs(mArray[0][2]),
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fabs(mArray[1][0]), fabs(mArray[1][1]), fabs(mArray[1][2]),
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fabs(mArray[2][0]), fabs(mArray[2][1]), fabs(mArray[2][2]));
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return Matrix3x3(fabs(mRows[0][0]), fabs(mRows[0][1]), fabs(mRows[0][2]),
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fabs(mRows[1][0]), fabs(mRows[1][1]), fabs(mRows[1][2]),
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fabs(mRows[2][0]), fabs(mRows[2][1]), fabs(mRows[2][2]));
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}
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// Overloaded operator for addition
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inline Matrix3x3 operator+(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
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return Matrix3x3(matrix1.mArray[0][0] + matrix2.mArray[0][0], matrix1.mArray[0][1] +
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matrix2.mArray[0][1], matrix1.mArray[0][2] + matrix2.mArray[0][2],
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matrix1.mArray[1][0] + matrix2.mArray[1][0], matrix1.mArray[1][1] +
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matrix2.mArray[1][1], matrix1.mArray[1][2] + matrix2.mArray[1][2],
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matrix1.mArray[2][0] + matrix2.mArray[2][0], matrix1.mArray[2][1] +
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matrix2.mArray[2][1], matrix1.mArray[2][2] + matrix2.mArray[2][2]);
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return Matrix3x3(matrix1.mRows[0][0] + matrix2.mRows[0][0], matrix1.mRows[0][1] +
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matrix2.mRows[0][1], matrix1.mRows[0][2] + matrix2.mRows[0][2],
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matrix1.mRows[1][0] + matrix2.mRows[1][0], matrix1.mRows[1][1] +
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matrix2.mRows[1][1], matrix1.mRows[1][2] + matrix2.mRows[1][2],
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matrix1.mRows[2][0] + matrix2.mRows[2][0], matrix1.mRows[2][1] +
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matrix2.mRows[2][1], matrix1.mRows[2][2] + matrix2.mRows[2][2]);
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}
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// Overloaded operator for substraction
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inline Matrix3x3 operator-(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
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return Matrix3x3(matrix1.mArray[0][0] - matrix2.mArray[0][0], matrix1.mArray[0][1] -
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matrix2.mArray[0][1], matrix1.mArray[0][2] - matrix2.mArray[0][2],
|
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matrix1.mArray[1][0] - matrix2.mArray[1][0], matrix1.mArray[1][1] -
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matrix2.mArray[1][1], matrix1.mArray[1][2] - matrix2.mArray[1][2],
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matrix1.mArray[2][0] - matrix2.mArray[2][0], matrix1.mArray[2][1] -
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matrix2.mArray[2][1], matrix1.mArray[2][2] - matrix2.mArray[2][2]);
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return Matrix3x3(matrix1.mRows[0][0] - matrix2.mRows[0][0], matrix1.mRows[0][1] -
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matrix2.mRows[0][1], matrix1.mRows[0][2] - matrix2.mRows[0][2],
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matrix1.mRows[1][0] - matrix2.mRows[1][0], matrix1.mRows[1][1] -
|
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matrix2.mRows[1][1], matrix1.mRows[1][2] - matrix2.mRows[1][2],
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matrix1.mRows[2][0] - matrix2.mRows[2][0], matrix1.mRows[2][1] -
|
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matrix2.mRows[2][1], matrix1.mRows[2][2] - matrix2.mRows[2][2]);
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}
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// Overloaded operator for the negative of the matrix
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inline Matrix3x3 operator-(const Matrix3x3& matrix) {
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return Matrix3x3(-matrix.mArray[0][0], -matrix.mArray[0][1], -matrix.mArray[0][2],
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-matrix.mArray[1][0], -matrix.mArray[1][1], -matrix.mArray[1][2],
|
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-matrix.mArray[2][0], -matrix.mArray[2][1], -matrix.mArray[2][2]);
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return Matrix3x3(-matrix.mRows[0][0], -matrix.mRows[0][1], -matrix.mRows[0][2],
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-matrix.mRows[1][0], -matrix.mRows[1][1], -matrix.mRows[1][2],
|
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-matrix.mRows[2][0], -matrix.mRows[2][1], -matrix.mRows[2][2]);
|
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}
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// Overloaded operator for multiplication with a number
|
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inline Matrix3x3 operator*(decimal nb, const Matrix3x3& matrix) {
|
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return Matrix3x3(matrix.mArray[0][0] * nb, matrix.mArray[0][1] * nb, matrix.mArray[0][2] * nb,
|
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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
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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
20
test/CMakeLists.txt
Normal 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
86
test/Test.cpp
Normal 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
153
test/Test.h
Normal 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
145
test/TestSuite.cpp
Normal 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
125
test/TestSuite.h
Normal 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
58
test/main.cpp
Normal 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;
|
||||
}
|
280
test/tests/mathematics/TestMatrix3x3.h
Normal file
280
test/tests/mathematics/TestMatrix3x3.h
Normal 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);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}
|
231
test/tests/mathematics/TestQuaternion.h
Normal file
231
test/tests/mathematics/TestQuaternion.h
Normal 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);
|
||||
}
|
||||
};
|
||||
|
||||
}
|
218
test/tests/mathematics/TestTransform.h
Normal file
218
test/tests/mathematics/TestTransform.h
Normal 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)));
|
||||
}
|
||||
};
|
||||
|
||||
}
|
234
test/tests/mathematics/TestVector3.h
Normal file
234
test/tests/mathematics/TestVector3.h
Normal 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 ---------- //
|
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|
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/// Constructor
|
||||
TestVector3() : mVectorZero(0, 0, 0), mVector345(3, 4, 5) {}
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|
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/// Run the tests
|
||||
void run() {
|
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testConstructors();
|
||||
testLengthMethods();
|
||||
testDotCrossProducts();
|
||||
testOthersMethods();
|
||||
testOperators();
|
||||
}
|
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|
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/// Test the constructors, getter and setter
|
||||
void testConstructors() {
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||||
|
||||
// Test constructor
|
||||
test(mVectorZero.x == 0.0);
|
||||
test(mVectorZero.y == 0.0);
|
||||
test(mVectorZero.z == 0.0);
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test(mVector345.x == 3.0);
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||||
test(mVector345.y == 4.0);
|
||||
test(mVector345.z == 5.0);
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||||
|
||||
// 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));
|
||||
}
|
||||
};
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user