Merge branch 'develop' of https://code.google.com/p/reactphysics3d into develop
This commit is contained in:
commit
ae117097ca
6
CMakeLists.txt
Executable file → Normal file
6
CMakeLists.txt
Executable file → Normal file
|
@ -9,6 +9,7 @@ SET(LIBRARY_OUTPUT_PATH lib/)
|
|||
|
||||
# Options
|
||||
OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
|
||||
OPTION(COMPILE_TESTS "Select this if you want to build the tests" OFF)
|
||||
|
||||
# Headers
|
||||
INCLUDE_DIRECTORIES(src)
|
||||
|
@ -31,3 +32,8 @@ ADD_LIBRARY (
|
|||
IF (COMPILE_EXAMPLES)
|
||||
add_subdirectory(examples/fallingcubes)
|
||||
ENDIF (COMPILE_EXAMPLES)
|
||||
|
||||
# If we need to compile the tests
|
||||
IF (COMPILE_TESTS)
|
||||
add_subdirectory(test/)
|
||||
ENDIF (COMPILE_TESTS)
|
||||
|
|
|
@ -44,13 +44,11 @@ CollisionBody::CollisionBody(const Transform& transform, CollisionShape *collisi
|
|||
// Initialize the old transform
|
||||
mOldTransform = transform;
|
||||
|
||||
// Create the AABB for broad-phase collision detection
|
||||
mAabb = new AABB(transform, collisionShape->getLocalExtents(OBJECT_MARGIN));
|
||||
// Initialize the AABB for broad-phase collision detection
|
||||
mCollisionShape->updateAABB(mAabb, transform);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
CollisionBody::~CollisionBody() {
|
||||
|
||||
// Delete the AABB
|
||||
delete mAabb;
|
||||
}
|
||||
|
|
|
@ -71,7 +71,7 @@ class CollisionBody : public Body {
|
|||
bool mIsCollisionEnabled;
|
||||
|
||||
/// AABB for Broad-Phase collision detection
|
||||
AABB* mAabb;
|
||||
AABB mAabb;
|
||||
|
||||
/// True if the body has moved during the last frame
|
||||
bool mHasMoved;
|
||||
|
@ -119,7 +119,7 @@ class CollisionBody : public Body {
|
|||
void setTransform(const Transform& transform);
|
||||
|
||||
/// Return the AAABB of the body
|
||||
const AABB* getAABB() const;
|
||||
const AABB& getAABB() const;
|
||||
|
||||
/// Return the interpolated transform for rendering
|
||||
Transform getInterpolatedTransform() const;
|
||||
|
@ -216,7 +216,7 @@ inline void CollisionBody::setTransform(const Transform& transform) {
|
|||
}
|
||||
|
||||
// Return the AAABB of the body
|
||||
inline const AABB* CollisionBody::getAABB() const {
|
||||
inline const AABB& CollisionBody::getAABB() const {
|
||||
return mAabb;
|
||||
}
|
||||
|
||||
|
@ -242,7 +242,7 @@ inline void CollisionBody::updateAABB() {
|
|||
// TODO : An AABB should not be updated every frame but only if the body has moved
|
||||
|
||||
// Update the AABB
|
||||
mAabb->update(mTransform, mCollisionShape->getLocalExtents(OBJECT_MARGIN));
|
||||
mCollisionShape->updateAABB(mAabb, mTransform);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -39,11 +39,7 @@ using namespace reactphysics3d;
|
|||
|
||||
mRestitution = decimal(1.0);
|
||||
|
||||
// Set the body pointer of the AABB and the collision shape
|
||||
mAabb->setBodyPointer(this);
|
||||
|
||||
assert(collisionShape);
|
||||
assert(mAabb);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
|
|
|
@ -153,7 +153,7 @@ class RigidBody : public CollisionBody {
|
|||
decimal getRestitution() const;
|
||||
|
||||
/// Set the restitution coefficient
|
||||
void setRestitution(decimal restitution) throw(std::invalid_argument);
|
||||
void setRestitution(decimal restitution);
|
||||
|
||||
/// Get the friction coefficient
|
||||
decimal getFrictionCoefficient() const;
|
||||
|
@ -273,15 +273,9 @@ inline decimal RigidBody::getRestitution() const {
|
|||
}
|
||||
|
||||
// Set the restitution coefficient
|
||||
inline void RigidBody::setRestitution(decimal restitution) throw(std::invalid_argument) {
|
||||
|
||||
// Check if the restitution coefficient is between 0 and 1
|
||||
if (restitution >= 0.0 && restitution <= 1.0) {
|
||||
mRestitution = restitution;
|
||||
}
|
||||
else {
|
||||
throw std::invalid_argument("Error : the restitution coefficent must be between 0 and 1");
|
||||
}
|
||||
inline void RigidBody::setRestitution(decimal restitution) {
|
||||
assert(restitution >= 0.0 && restitution <= 1.0);
|
||||
mRestitution = restitution;
|
||||
}
|
||||
|
||||
// Get the friction coefficient
|
||||
|
|
|
@ -37,8 +37,6 @@
|
|||
#include <set>
|
||||
#include <utility>
|
||||
#include <utility>
|
||||
#include <sys/time.h> // TODO : Delete this
|
||||
#include <iostream> // TODO : Delete this
|
||||
|
||||
// We want to use the ReactPhysics3D namespace
|
||||
using namespace reactphysics3d;
|
||||
|
@ -62,48 +60,33 @@ CollisionDetection::~CollisionDetection() {
|
|||
}
|
||||
|
||||
// Compute the collision detection
|
||||
bool CollisionDetection::computeCollisionDetection() {
|
||||
void CollisionDetection::computeCollisionDetection() {
|
||||
|
||||
// TODO : Remove this code
|
||||
timeval timeValueStart;
|
||||
timeval timeValueStop;
|
||||
gettimeofday(&timeValueStart, NULL);
|
||||
|
||||
// Compute the broad-phase collision detection
|
||||
computeBroadPhase();
|
||||
|
||||
// TODO : Remove this code
|
||||
gettimeofday(&timeValueStop, NULL);
|
||||
double startTime = timeValueStart.tv_sec * 1000000.0 + (timeValueStart.tv_usec);
|
||||
double stopTime = timeValueStop.tv_sec * 1000000.0 + (timeValueStop.tv_usec);
|
||||
double deltaTime = stopTime - startTime;
|
||||
//printf("Broadphase time : %f micro sec \n", deltaTime);
|
||||
|
||||
// Compute the narrow-phase collision detection
|
||||
bool collisionExists = computeNarrowPhase();
|
||||
|
||||
// Return true if at least one contact has been found
|
||||
return collisionExists;
|
||||
computeNarrowPhase();
|
||||
}
|
||||
|
||||
// Compute the broad-phase collision detection
|
||||
void CollisionDetection::computeBroadPhase() {
|
||||
|
||||
// Notify the broad-phase algorithm about the bodies that have moved since last frame
|
||||
for (set<CollisionBody*>::iterator it = mWorld->getBodiesBeginIterator(); it != mWorld->getBodiesEndIterator(); it++) {
|
||||
for (set<CollisionBody*>::iterator it = mWorld->getBodiesBeginIterator();
|
||||
it != mWorld->getBodiesEndIterator(); it++) {
|
||||
|
||||
// If the body has moved
|
||||
if ((*it)->getHasMoved()) {
|
||||
|
||||
// Notify the broad-phase that the body has moved
|
||||
mBroadPhaseAlgorithm->updateObject(*it, *((*it)->getAABB()));
|
||||
mBroadPhaseAlgorithm->updateObject(*it, (*it)->getAABB());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the narrow-phase collision detection
|
||||
bool CollisionDetection::computeNarrowPhase() {
|
||||
bool collisionExists = false;
|
||||
void CollisionDetection::computeNarrowPhase() {
|
||||
map<bodyindexpair, BroadPhasePair*>::iterator it;
|
||||
|
||||
// For each possible collision pair of bodies
|
||||
|
@ -120,16 +103,19 @@ bool CollisionDetection::computeNarrowPhase() {
|
|||
mWorld->updateOverlappingPair(pair);
|
||||
|
||||
// Select the narrow phase algorithm to use according to the two collision shapes
|
||||
NarrowPhaseAlgorithm& narrowPhaseAlgorithm = SelectNarrowPhaseAlgorithm(body1->getCollisionShape(), body2->getCollisionShape());
|
||||
NarrowPhaseAlgorithm& narrowPhaseAlgorithm = SelectNarrowPhaseAlgorithm(
|
||||
body1->getCollisionShape(),
|
||||
body2->getCollisionShape());
|
||||
|
||||
// Notify the narrow-phase algorithm about the overlapping pair we are going to test
|
||||
narrowPhaseAlgorithm.setCurrentOverlappingPair(pair);
|
||||
|
||||
// Use the narrow-phase collision detection algorithm to check if there really is a collision
|
||||
// Use the narrow-phase collision detection algorithm to check
|
||||
// if there really is a collision
|
||||
if (narrowPhaseAlgorithm.testCollision(body1->getCollisionShape(), body1->getTransform(),
|
||||
body2->getCollisionShape(), body2->getTransform(), contactInfo)) {
|
||||
body2->getCollisionShape(), body2->getTransform(),
|
||||
contactInfo)) {
|
||||
assert(contactInfo != NULL);
|
||||
collisionExists = true;
|
||||
|
||||
// Notify the world about the new narrow-phase contact
|
||||
mWorld->notifyNewContact(pair, contactInfo);
|
||||
|
@ -139,8 +125,6 @@ bool CollisionDetection::computeNarrowPhase() {
|
|||
mMemoryPoolContactInfos.freeObject(contactInfo);
|
||||
}
|
||||
}
|
||||
|
||||
return collisionExists;
|
||||
}
|
||||
|
||||
// Allow the broadphase to notify the collision detection about an overlapping pair.
|
||||
|
@ -151,11 +135,14 @@ void CollisionDetection::broadPhaseNotifyAddedOverlappingPair(BodyPair* addedPai
|
|||
bodyindexpair indexPair = addedPair->getBodiesIndexPair();
|
||||
|
||||
// Create the corresponding broad-phase pair object
|
||||
BroadPhasePair* broadPhasePair = new (mMemoryPoolBroadPhasePairs.allocateObject()) BroadPhasePair(addedPair->body1, addedPair->body2);
|
||||
BroadPhasePair* broadPhasePair = new (mMemoryPoolBroadPhasePairs.allocateObject())
|
||||
BroadPhasePair(addedPair->body1, addedPair->body2);
|
||||
assert(broadPhasePair != NULL);
|
||||
|
||||
// Add the pair into the set of overlapping pairs (if not there yet)
|
||||
pair<map<bodyindexpair, BroadPhasePair*>::iterator, bool> check = mOverlappingPairs.insert(make_pair(indexPair, broadPhasePair));
|
||||
pair<map<bodyindexpair, BroadPhasePair*>::iterator, bool> check = mOverlappingPairs.insert(
|
||||
make_pair(indexPair,
|
||||
broadPhasePair));
|
||||
assert(check.second);
|
||||
|
||||
// Notify the world about the new broad-phase overlapping pair
|
||||
|
|
|
@ -94,7 +94,7 @@ class CollisionDetection {
|
|||
void computeBroadPhase();
|
||||
|
||||
/// Compute the narrow-phase collision detection
|
||||
bool computeNarrowPhase();
|
||||
void computeNarrowPhase();
|
||||
|
||||
/// Select the narrow phase algorithm to use given two collision shapes
|
||||
NarrowPhaseAlgorithm& SelectNarrowPhaseAlgorithm(CollisionShape* collisionShape1,
|
||||
|
@ -117,7 +117,7 @@ class CollisionDetection {
|
|||
void removeBody(CollisionBody* body);
|
||||
|
||||
/// Compute the collision detection
|
||||
bool computeCollisionDetection();
|
||||
void computeCollisionDetection();
|
||||
|
||||
/// Allow the broadphase to notify the collision detection about a new overlapping pair.
|
||||
void broadPhaseNotifyAddedOverlappingPair(BodyPair* pair);
|
||||
|
@ -143,7 +143,7 @@ inline NarrowPhaseAlgorithm& CollisionDetection::SelectNarrowPhaseAlgorithm(
|
|||
inline void CollisionDetection::addBody(CollisionBody* body) {
|
||||
|
||||
// Add the body to the broad-phase
|
||||
mBroadPhaseAlgorithm->addObject(body, *(body->getAABB()));
|
||||
mBroadPhaseAlgorithm->addObject(body, body->getAABB());
|
||||
}
|
||||
|
||||
// Remove a body from the collision detection
|
||||
|
|
|
@ -101,8 +101,8 @@ void SweepAndPruneAlgorithm::addObject(CollisionBody* body, const AABB& aabb) {
|
|||
// Create a new box
|
||||
BoxAABB* box = &mBoxes[boxIndex];
|
||||
box->body = body;
|
||||
const uint minEndPointValue = encodeFloatIntoInteger(DECIMAL_LARGEST - 2.0);
|
||||
const uint maxEndPointValue = encodeFloatIntoInteger(DECIMAL_LARGEST - 1.0);
|
||||
const uint minEndPointValue = encodeFloatIntoInteger(FLT_MAX - 2.0f);
|
||||
const uint maxEndPointValue = encodeFloatIntoInteger(FLT_MAX - 1.0f);
|
||||
for (uint axis=0; axis<3; axis++) {
|
||||
box->min[axis] = indexLimitEndPoint;
|
||||
box->max[axis] = indexLimitEndPoint + 1;
|
||||
|
@ -131,7 +131,7 @@ void SweepAndPruneAlgorithm::removeObject(CollisionBody* body) {
|
|||
// in order to remove all overlapping pairs from the pair manager
|
||||
const decimal max = DECIMAL_LARGEST;
|
||||
const Vector3 maxVector(max, max, max);
|
||||
const AABB aabb(maxVector, maxVector, body);
|
||||
const AABB aabb(maxVector, maxVector);
|
||||
updateObject(body, aabb);
|
||||
|
||||
// Get the corresponding box
|
||||
|
|
|
@ -72,7 +72,7 @@ bool TriangleEPA::computeClosestPoint(const Vector3* vertices) {
|
|||
// If the determinant is positive
|
||||
if (mDet > 0.0) {
|
||||
// Compute the closest point v
|
||||
mClosestPoint = p0 + 1.0 / mDet * (mLambda1 * v1 + mLambda2 * v2);
|
||||
mClosestPoint = p0 + decimal(1.0) / mDet * (mLambda1 * v1 + mLambda2 * v2);
|
||||
|
||||
// Compute the square distance of closest point to the origin
|
||||
mDistSquare = mClosestPoint.dot(mClosestPoint);
|
||||
|
|
|
@ -184,7 +184,7 @@ inline bool TriangleEPA::isVisibleFromVertex(const Vector3* vertices, uint index
|
|||
// Compute the point of an object closest to the origin
|
||||
inline Vector3 TriangleEPA::computeClosestPointOfObject(const Vector3* supportPointsOfObject) const{
|
||||
const Vector3& p0 = supportPointsOfObject[mIndicesVertices[0]];
|
||||
return p0 + 1.0/mDet * (mLambda1 * (supportPointsOfObject[mIndicesVertices[1]] - p0) +
|
||||
return p0 + decimal(1.0)/mDet * (mLambda1 * (supportPointsOfObject[mIndicesVertices[1]] - p0) +
|
||||
mLambda2 * (supportPointsOfObject[mIndicesVertices[2]] - p0));
|
||||
}
|
||||
|
||||
|
|
|
@ -309,7 +309,7 @@ void Simplex::computeClosestPointsOfAandB(Vector3& pA, Vector3& pB) const {
|
|||
}
|
||||
|
||||
assert(deltaX > 0.0);
|
||||
decimal factor = 1.0 / deltaX;
|
||||
decimal factor = decimal(1.0) / deltaX;
|
||||
pA *= factor;
|
||||
pB *= factor;
|
||||
}
|
||||
|
@ -390,5 +390,5 @@ Vector3 Simplex::computeClosestPointForSubset(Bits subset) {
|
|||
assert(deltaX > 0.0);
|
||||
|
||||
// Return the closet point "v" in the convex hull for the given subset
|
||||
return (1.0 / deltaX) * v;
|
||||
return (decimal(1.0) / deltaX) * v;
|
||||
}
|
||||
|
|
|
@ -45,21 +45,16 @@ using namespace reactphysics3d;
|
|||
using namespace std;
|
||||
|
||||
// Constructor
|
||||
AABB::AABB() : mBodyPointer(NULL) {
|
||||
AABB::AABB() {
|
||||
|
||||
}
|
||||
|
||||
// Constructor
|
||||
AABB::AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates, Body* modyPointer)
|
||||
:mMinCoordinates(minCoordinates), mMaxCoordinates(maxCoordinates), mBodyPointer(modyPointer) {
|
||||
AABB::AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates)
|
||||
:mMinCoordinates(minCoordinates), mMaxCoordinates(maxCoordinates) {
|
||||
|
||||
}
|
||||
|
||||
// Constructor
|
||||
AABB::AABB(const Transform& transform, const Vector3& extents) : mBodyPointer(NULL) {
|
||||
update(transform, extents);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AABB::~AABB() {
|
||||
|
||||
|
|
|
@ -54,10 +54,6 @@ class AABB {
|
|||
/// Maximum world coordinates of the AABB on the x,y and z axis
|
||||
Vector3 mMaxCoordinates;
|
||||
|
||||
/// Pointer to the owner body (not the abstract class Body
|
||||
/// but its derivative which is instanciable)
|
||||
Body* mBodyPointer;
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
||||
/// Private copy-constructor
|
||||
|
@ -66,6 +62,9 @@ class AABB {
|
|||
/// Private assignment operator
|
||||
AABB& operator=(const AABB& aabb);
|
||||
|
||||
/// Constructor
|
||||
AABB(const Transform& transform, const Vector3& extents);
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -74,10 +73,9 @@ class AABB {
|
|||
AABB();
|
||||
|
||||
/// Constructor
|
||||
AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates, Body* modyPointer);
|
||||
AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates);
|
||||
|
||||
|
||||
/// Constructor
|
||||
AABB(const Transform& transform, const Vector3& extents);
|
||||
|
||||
/// Destructor
|
||||
virtual ~AABB();
|
||||
|
@ -88,22 +86,18 @@ class AABB {
|
|||
/// Return the minimum coordinates of the AABB
|
||||
const Vector3& getMin() const;
|
||||
|
||||
/// Set the minimum coordinates of the AABB
|
||||
void setMin(const Vector3& min);
|
||||
|
||||
/// Return the maximum coordinates of the AABB
|
||||
const Vector3& getMax() const;
|
||||
|
||||
/// Return a pointer to the owner body
|
||||
Body* getBodyPointer() const;
|
||||
|
||||
/// Set the body pointer
|
||||
void setBodyPointer(Body* bodyPointer);
|
||||
/// Set the maximum coordinates of the AABB
|
||||
void setMax(const Vector3& max);
|
||||
|
||||
/// Return true if the current AABB is overlapping with the AABB in argument
|
||||
bool testCollision(const AABB& aabb) const;
|
||||
|
||||
/// Update the oriented bounding box orientation
|
||||
/// according to a new orientation of the rigid body
|
||||
virtual void update(const Transform& newTransform, const Vector3& extents);
|
||||
|
||||
#ifdef VISUAL_DEBUG
|
||||
/// Draw the AABB (only for testing purpose)
|
||||
virtual void draw() const;
|
||||
|
@ -120,19 +114,19 @@ inline const Vector3& AABB::getMin() const {
|
|||
return mMinCoordinates;
|
||||
}
|
||||
|
||||
// Set the minimum coordinates of the AABB
|
||||
inline void AABB::setMin(const Vector3& min) {
|
||||
mMinCoordinates = min;
|
||||
}
|
||||
|
||||
// Return the maximum coordinates of the AABB
|
||||
inline const Vector3& AABB::getMax() const {
|
||||
return mMaxCoordinates;
|
||||
}
|
||||
|
||||
// Return a pointer to the owner body
|
||||
inline Body* AABB::getBodyPointer() const {
|
||||
return mBodyPointer;
|
||||
}
|
||||
|
||||
// Set the body pointer
|
||||
inline void AABB::setBodyPointer(Body* bodyPointer) {
|
||||
mBodyPointer = bodyPointer;
|
||||
/// Set the maximum coordinates of the AABB
|
||||
inline void AABB::setMax(const Vector3& max) {
|
||||
mMaxCoordinates = max;
|
||||
}
|
||||
|
||||
// Return true if the current AABB is overlapping with the AABB in argument.
|
||||
|
@ -147,16 +141,6 @@ inline bool AABB::testCollision(const AABB& aabb) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
// Update the world minimum and maximum coordinates of the AABB on the three x,y and z axis
|
||||
inline void AABB::update(const Transform& newTransform, const Vector3& extents) {
|
||||
Matrix3x3 worldAxis = newTransform.getOrientation().getMatrix().getAbsoluteMatrix();
|
||||
Vector3 worldExtents = Vector3(worldAxis.getColumn(0).dot(extents),
|
||||
worldAxis.getColumn(1).dot(extents),
|
||||
worldAxis.getColumn(2).dot(extents));
|
||||
mMinCoordinates = newTransform.getPosition() - worldExtents;
|
||||
mMaxCoordinates = newTransform.getPosition() + worldExtents;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -38,3 +38,24 @@ CollisionShape::CollisionShape(CollisionShapeType type) : mType(type) {
|
|||
CollisionShape::~CollisionShape() {
|
||||
|
||||
}
|
||||
|
||||
// Update the AABB of a body using its collision shape
|
||||
inline void CollisionShape::updateAABB(AABB& aabb, const Transform& transform) {
|
||||
|
||||
// Get the local extents in x,y and z direction
|
||||
Vector3 extents = getLocalExtents(OBJECT_MARGIN);
|
||||
|
||||
// Rotate the local extents according to the orientation of the body
|
||||
Matrix3x3 worldAxis = transform.getOrientation().getMatrix().getAbsoluteMatrix();
|
||||
Vector3 worldExtents = Vector3(worldAxis.getColumn(0).dot(extents),
|
||||
worldAxis.getColumn(1).dot(extents),
|
||||
worldAxis.getColumn(2).dot(extents));
|
||||
|
||||
// Compute the minimum and maximum coordinates of the rotated extents
|
||||
Vector3 minCoordinates = transform.getPosition() - worldExtents;
|
||||
Vector3 maxCoordinates = transform.getPosition() + worldExtents;
|
||||
|
||||
// Update the AABB with the new minimum and maximum coordinates
|
||||
aabb.setMin(minCoordinates);
|
||||
aabb.setMax(maxCoordinates);
|
||||
}
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
#include <cassert>
|
||||
#include "../../mathematics/Vector3.h"
|
||||
#include "../../mathematics/Matrix3x3.h"
|
||||
#include "AABB.h"
|
||||
|
||||
/// ReactPhysics3D namespace
|
||||
namespace reactphysics3d {
|
||||
|
@ -89,12 +90,15 @@ class CollisionShape {
|
|||
|
||||
/// Return the local inertia tensor of the collision shapes
|
||||
virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const=0;
|
||||
|
||||
/// Update the AABB of a body using its collision shape
|
||||
virtual void updateAABB(AABB& aabb, const Transform& transform);
|
||||
};
|
||||
|
||||
// Return the type of the collision shape
|
||||
inline CollisionShapeType CollisionShape::getType() const {
|
||||
return mType;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -44,7 +44,7 @@ using namespace reactphysics3d;
|
|||
|
||||
// Constructor
|
||||
CylinderShape::CylinderShape(decimal radius, decimal height)
|
||||
: CollisionShape(CYLINDER), mRadius(radius), mHalfHeight(height/2.0) {
|
||||
: CollisionShape(CYLINDER), mRadius(radius), mHalfHeight(height/decimal(2.0)) {
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -116,7 +116,7 @@ inline void CylinderShape::setRadius(decimal radius) {
|
|||
|
||||
// Return the height
|
||||
inline decimal CylinderShape::getHeight() const {
|
||||
return mHalfHeight * 2.0;
|
||||
return mHalfHeight * decimal(2.0);
|
||||
}
|
||||
|
||||
// Set the height
|
||||
|
|
|
@ -86,6 +86,9 @@ class SphereShape : public CollisionShape {
|
|||
/// Return the margin distance around the shape
|
||||
virtual decimal getMargin() const;
|
||||
|
||||
/// Update the AABB of a body using its collision shape
|
||||
virtual void updateAABB(AABB& aabb, const Transform& transform);
|
||||
|
||||
#ifdef VISUAL_DEBUG
|
||||
/// Draw the sphere (only for testing purpose)
|
||||
virtual void draw() const;
|
||||
|
@ -145,6 +148,21 @@ inline decimal SphereShape::getMargin() const {
|
|||
return mRadius + OBJECT_MARGIN;
|
||||
}
|
||||
|
||||
// Update the AABB of a body using its collision shape
|
||||
inline void SphereShape::updateAABB(AABB& aabb, const Transform& transform) {
|
||||
|
||||
// Get the local extents in x,y and z direction
|
||||
Vector3 extents = getLocalExtents(OBJECT_MARGIN);
|
||||
|
||||
// Compute the minimum and maximum coordinates of the rotated extents
|
||||
Vector3 minCoordinates = transform.getPosition() - extents;
|
||||
Vector3 maxCoordinates = transform.getPosition() + extents;
|
||||
|
||||
// Update the AABB with the new minimum and maximum coordinates
|
||||
aabb.setMin(minCoordinates);
|
||||
aabb.setMax(maxCoordinates);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -48,7 +48,7 @@ namespace reactphysics3d {
|
|||
|
||||
typedef unsigned int uint;
|
||||
typedef long unsigned int luint;
|
||||
typedef short unsigned int bodyindex;
|
||||
typedef luint bodyindex;
|
||||
typedef std::pair<bodyindex, bodyindex> bodyindexpair;
|
||||
|
||||
// ------------------- Constants ------------------- //
|
||||
|
|
|
@ -35,7 +35,7 @@ Constraint::Constraint(RigidBody* const body1, RigidBody* const body2,
|
|||
mNbConstraints(nbConstraints), mType(type) {
|
||||
|
||||
// Initialize the cached lambda values
|
||||
for (int i=0; i<nbConstraints; i++) {
|
||||
for (uint i=0; i<nbConstraints; i++) {
|
||||
mCachedLambdas.push_back(0.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -103,10 +103,10 @@ class Constraint {
|
|||
unsigned int getNbConstraints() const;
|
||||
|
||||
/// Get one cached lambda value
|
||||
decimal getCachedLambda(int index) const;
|
||||
decimal getCachedLambda(uint index) const;
|
||||
|
||||
/// Set on cached lambda value
|
||||
void setCachedLambda(int index, decimal lambda);
|
||||
void setCachedLambda(uint index, decimal lambda);
|
||||
};
|
||||
|
||||
// Return the reference to the body 1
|
||||
|
@ -136,14 +136,14 @@ inline uint Constraint::getNbConstraints() const {
|
|||
}
|
||||
|
||||
// Get one previous lambda value
|
||||
inline decimal Constraint::getCachedLambda(int index) const {
|
||||
assert(index >= 0 && index < mNbConstraints);
|
||||
inline decimal Constraint::getCachedLambda(uint index) const {
|
||||
assert(index < mNbConstraints);
|
||||
return mCachedLambdas[index];
|
||||
}
|
||||
|
||||
// Set on cached lambda value
|
||||
inline void Constraint::setCachedLambda(int index, decimal lambda) {
|
||||
assert(index >= 0 && index < mNbConstraints);
|
||||
inline void Constraint::setCachedLambda(uint index, decimal lambda) {
|
||||
assert(index < mNbConstraints);
|
||||
mCachedLambdas[index] = lambda;
|
||||
}
|
||||
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
********************************************************************************/
|
||||
|
||||
// Libraries
|
||||
#include <iostream>
|
||||
#include "ContactManifold.h"
|
||||
|
||||
using namespace reactphysics3d;
|
||||
|
@ -77,8 +78,8 @@ void ContactManifold::addContactPoint(ContactPoint* contact) {
|
|||
}
|
||||
|
||||
// Remove a contact point from the manifold
|
||||
void ContactManifold::removeContactPoint(int index) {
|
||||
assert(index >= 0 && index < mNbContactPoints);
|
||||
void ContactManifold::removeContactPoint(uint index) {
|
||||
assert(index < mNbContactPoints);
|
||||
assert(mNbContactPoints > 0);
|
||||
|
||||
// Call the destructor explicitly and tell the memory pool that
|
||||
|
@ -101,10 +102,11 @@ void ContactManifold::removeContactPoint(int index) {
|
|||
/// the contacts with a too large distance between the contact points in the plane orthogonal to the
|
||||
/// contact normal.
|
||||
void ContactManifold::update(const Transform& transform1, const Transform& transform2) {
|
||||
|
||||
if (mNbContactPoints == 0) return;
|
||||
|
||||
// Update the world coordinates and penetration depth of the contact points in the manifold
|
||||
for (int i=0; i<mNbContactPoints; i++) {
|
||||
for (uint i=0; i<mNbContactPoints; i++) {
|
||||
mContactPoints[i]->setWorldPointOnBody1(transform1 * mContactPoints[i]->getLocalPointOnBody1());
|
||||
mContactPoints[i]->setWorldPointOnBody2(transform2 * mContactPoints[i]->getLocalPointOnBody2());
|
||||
mContactPoints[i]->setPenetrationDepth((mContactPoints[i]->getWorldPointOnBody1() - mContactPoints[i]->getWorldPointOnBody2()).dot(mContactPoints[i]->getNormal()));
|
||||
|
@ -114,8 +116,8 @@ void ContactManifold::update(const Transform& transform1, const Transform& trans
|
|||
PERSISTENT_CONTACT_DIST_THRESHOLD;
|
||||
|
||||
// Remove the contact points that don't represent very well the contact manifold
|
||||
for (int i=mNbContactPoints-1; i>=0; i--) {
|
||||
assert(i>= 0 && i < mNbContactPoints);
|
||||
for (int i=static_cast<int>(mNbContactPoints)-1; i>=0; i--) {
|
||||
assert(i < static_cast<int>(mNbContactPoints));
|
||||
|
||||
// Compute the distance between contact points in the normal direction
|
||||
decimal distanceNormal = -mContactPoints[i]->getPenetrationDepth();
|
||||
|
|
|
@ -106,7 +106,7 @@ class ContactManifold {
|
|||
int getIndexToRemove(int indexMaxPenetration, const Vector3& newPoint) const;
|
||||
|
||||
/// Remove a contact point from the manifold
|
||||
void removeContactPoint(int index);
|
||||
void removeContactPoint(uint index);
|
||||
|
||||
/// Return true if two vectors are approximatively equal
|
||||
bool isApproxEqual(const Vector3& vector1, const Vector3& vector2) const;
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
#include "ContactSolver.h"
|
||||
#include "DynamicsWorld.h"
|
||||
#include "../body/RigidBody.h"
|
||||
#include <limits>
|
||||
|
||||
using namespace reactphysics3d;
|
||||
using namespace std;
|
||||
|
|
|
@ -81,7 +81,7 @@ void DynamicsWorld::update() {
|
|||
if (!mContactManifolds.empty()) {
|
||||
|
||||
// Solve the contacts
|
||||
mContactSolver.solve(mTimer.getTimeStep());
|
||||
mContactSolver.solve(static_cast<decimal>(mTimer.getTimeStep()));
|
||||
}
|
||||
|
||||
// Update the timer
|
||||
|
@ -106,7 +106,7 @@ void DynamicsWorld::update() {
|
|||
|
||||
// Update the position and orientation of the rigid bodies
|
||||
void DynamicsWorld::updateRigidBodiesPositionAndOrientation() {
|
||||
decimal dt = mTimer.getTimeStep();
|
||||
decimal dt = static_cast<decimal>(mTimer.getTimeStep());
|
||||
|
||||
// For each rigid body of the world
|
||||
set<RigidBody*>::iterator it;
|
||||
|
@ -289,7 +289,7 @@ void DynamicsWorld::removeAllConstraints() {
|
|||
void DynamicsWorld::notifyAddedOverlappingPair(const BroadPhasePair* addedPair) {
|
||||
|
||||
// Get the pair of body index
|
||||
std::pair<bodyindex, bodyindex> indexPair = addedPair->getBodiesIndexPair();
|
||||
bodyindexpair indexPair = addedPair->getBodiesIndexPair();
|
||||
|
||||
// Add the pair into the set of overlapping pairs (if not there yet)
|
||||
OverlappingPair* newPair = new (mMemoryPoolOverlappingPairs.allocateObject()) OverlappingPair(
|
||||
|
|
|
@ -34,6 +34,7 @@
|
|||
#include "../configuration.h"
|
||||
|
||||
#if defined(WINDOWS_OS) // For Windows platform
|
||||
#define NOMINMAX // This is used to avoid definition of max() and min() macros
|
||||
#include <windows.h>
|
||||
#else // For Mac OS or Linux platform
|
||||
#include <sys/time.h>
|
||||
|
@ -119,7 +120,7 @@ class Timer {
|
|||
void nextStep();
|
||||
|
||||
/// Compute the interpolation factor
|
||||
double computeInterpolationFactor();
|
||||
decimal computeInterpolationFactor();
|
||||
};
|
||||
|
||||
// Return the timestep of the physics engine
|
||||
|
@ -188,8 +189,8 @@ inline void Timer::nextStep() {
|
|||
}
|
||||
|
||||
// Compute the interpolation factor
|
||||
inline double Timer::computeInterpolationFactor() {
|
||||
return (mAccumulator / mTimeStep);
|
||||
inline decimal Timer::computeInterpolationFactor() {
|
||||
return (decimal(mAccumulator / mTimeStep));
|
||||
}
|
||||
|
||||
// Compute the time since the last update() call and add it to the accumulator
|
||||
|
|
|
@ -56,9 +56,9 @@ Matrix3x3::~Matrix3x3() {
|
|||
|
||||
// Copy-constructor
|
||||
Matrix3x3::Matrix3x3(const Matrix3x3& matrix) {
|
||||
setAllValues(matrix.mArray[0][0], matrix.mArray[0][1], matrix.mArray[0][2],
|
||||
matrix.mArray[1][0], matrix.mArray[1][1], matrix.mArray[1][2],
|
||||
matrix.mArray[2][0], matrix.mArray[2][1], matrix.mArray[2][2]);
|
||||
setAllValues(matrix.mRows[0][0], matrix.mRows[0][1], matrix.mRows[0][2],
|
||||
matrix.mRows[1][0], matrix.mRows[1][1], matrix.mRows[1][2],
|
||||
matrix.mRows[2][0], matrix.mRows[2][1], matrix.mRows[2][2]);
|
||||
}
|
||||
|
||||
// Assignment operator
|
||||
|
@ -66,9 +66,9 @@ Matrix3x3& Matrix3x3::operator=(const Matrix3x3& matrix) {
|
|||
|
||||
// Check for self-assignment
|
||||
if (&matrix != this) {
|
||||
setAllValues(matrix.mArray[0][0], matrix.mArray[0][1], matrix.mArray[0][2],
|
||||
matrix.mArray[1][0], matrix.mArray[1][1], matrix.mArray[1][2],
|
||||
matrix.mArray[2][0], matrix.mArray[2][1], matrix.mArray[2][2]);
|
||||
setAllValues(matrix.mRows[0][0], matrix.mRows[0][1], matrix.mRows[0][2],
|
||||
matrix.mRows[1][0], matrix.mRows[1][1], matrix.mRows[1][2],
|
||||
matrix.mRows[2][0], matrix.mRows[2][1], matrix.mRows[2][2]);
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
@ -84,15 +84,15 @@ Matrix3x3 Matrix3x3::getInverse() const {
|
|||
|
||||
decimal invDeterminant = decimal(1.0) / determinant;
|
||||
|
||||
Matrix3x3 tempMatrix((mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]),
|
||||
-(mArray[0][1]*mArray[2][2]-mArray[2][1]*mArray[0][2]),
|
||||
(mArray[0][1]*mArray[1][2]-mArray[0][2]*mArray[1][1]),
|
||||
-(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]),
|
||||
(mArray[0][0]*mArray[2][2]-mArray[2][0]*mArray[0][2]),
|
||||
-(mArray[0][0]*mArray[1][2]-mArray[1][0]*mArray[0][2]),
|
||||
(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]),
|
||||
-(mArray[0][0]*mArray[2][1]-mArray[2][0]*mArray[0][1]),
|
||||
(mArray[0][0]*mArray[1][1]-mArray[0][1]*mArray[1][0]));
|
||||
Matrix3x3 tempMatrix((mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]),
|
||||
-(mRows[0][1]*mRows[2][2]-mRows[2][1]*mRows[0][2]),
|
||||
(mRows[0][1]*mRows[1][2]-mRows[0][2]*mRows[1][1]),
|
||||
-(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]),
|
||||
(mRows[0][0]*mRows[2][2]-mRows[2][0]*mRows[0][2]),
|
||||
-(mRows[0][0]*mRows[1][2]-mRows[1][0]*mRows[0][2]),
|
||||
(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]),
|
||||
-(mRows[0][0]*mRows[2][1]-mRows[2][0]*mRows[0][1]),
|
||||
(mRows[0][0]*mRows[1][1]-mRows[0][1]*mRows[1][0]));
|
||||
|
||||
// Return the inverse matrix
|
||||
return (invDeterminant * tempMatrix);
|
||||
|
|
|
@ -45,8 +45,8 @@ class Matrix3x3 {
|
|||
|
||||
// -------------------- Attributes -------------------- //
|
||||
|
||||
/// Array with the values of the matrix
|
||||
decimal mArray[3][3];
|
||||
/// Rows of the matrix;
|
||||
Vector3 mRows[3];
|
||||
|
||||
public :
|
||||
|
||||
|
@ -71,19 +71,19 @@ class Matrix3x3 {
|
|||
/// Assignment operator
|
||||
Matrix3x3& operator=(const Matrix3x3& matrix);
|
||||
|
||||
/// Get a value in the matrix
|
||||
decimal getValue(int i, int j) const;
|
||||
|
||||
/// Set a value in the matrix
|
||||
void setValue(int i, int j, decimal value);
|
||||
|
||||
/// Set all the values in the matrix
|
||||
void setAllValues(decimal a1, decimal a2, decimal a3, decimal b1, decimal b2, decimal b3,
|
||||
decimal c1, decimal c2, decimal c3);
|
||||
|
||||
/// Set the matrix to zero
|
||||
void setToZero();
|
||||
|
||||
/// Return a column
|
||||
Vector3 getColumn(int i) const;
|
||||
|
||||
/// Return a row
|
||||
Vector3 getRow(int i) const;
|
||||
|
||||
/// Return the transpose matrix
|
||||
Matrix3x3 getTranspose() const;
|
||||
|
||||
|
@ -140,110 +140,120 @@ class Matrix3x3 {
|
|||
|
||||
/// Overloaded operator for multiplication with a number with assignment
|
||||
Matrix3x3& operator*=(decimal nb);
|
||||
|
||||
/// Overloaded operator to read element of the matrix.
|
||||
const Vector3& operator[](int row) const;
|
||||
|
||||
/// Overloaded operator to read/write element of the matrix.
|
||||
Vector3& operator[](int row);
|
||||
};
|
||||
|
||||
|
||||
// Method to get a value in the matrix (inline)
|
||||
inline decimal Matrix3x3::getValue(int i, int j) const {
|
||||
assert(i>=0 && i<3 && j>=0 && j<3);
|
||||
return mArray[i][j];
|
||||
}
|
||||
|
||||
// Method to set a value in the matrix (inline)
|
||||
inline void Matrix3x3::setValue(int i, int j, decimal value) {
|
||||
assert(i>=0 && i<3 && j>=0 && j<3);
|
||||
mArray[i][j] = value;
|
||||
}
|
||||
|
||||
// Method to set all the values in the matrix
|
||||
inline void Matrix3x3::setAllValues(decimal a1, decimal a2, decimal a3,
|
||||
decimal b1, decimal b2, decimal b3,
|
||||
decimal c1, decimal c2, decimal c3) {
|
||||
mArray[0][0] = a1; mArray[0][1] = a2; mArray[0][2] = a3;
|
||||
mArray[1][0] = b1; mArray[1][1] = b2; mArray[1][2] = b3;
|
||||
mArray[2][0] = c1; mArray[2][1] = c2; mArray[2][2] = c3;
|
||||
mRows[0][0] = a1; mRows[0][1] = a2; mRows[0][2] = a3;
|
||||
mRows[1][0] = b1; mRows[1][1] = b2; mRows[1][2] = b3;
|
||||
mRows[2][0] = c1; mRows[2][1] = c2; mRows[2][2] = c3;
|
||||
}
|
||||
|
||||
// Set the matrix to zero
|
||||
inline void Matrix3x3::setToZero() {
|
||||
mRows[0].setToZero();
|
||||
mRows[1].setToZero();
|
||||
mRows[2].setToZero();
|
||||
}
|
||||
|
||||
// Return a column
|
||||
inline Vector3 Matrix3x3::getColumn(int i) const {
|
||||
assert(i>= 0 && i<3);
|
||||
return Vector3(mArray[0][i], mArray[1][i], mArray[2][i]);
|
||||
return Vector3(mRows[0][i], mRows[1][i], mRows[2][i]);
|
||||
}
|
||||
|
||||
// Return a row
|
||||
inline Vector3 Matrix3x3::getRow(int i) const {
|
||||
assert(i>= 0 && i<3);
|
||||
return mRows[i];
|
||||
}
|
||||
|
||||
// Return the transpose matrix
|
||||
inline Matrix3x3 Matrix3x3::getTranspose() const {
|
||||
|
||||
// Return the transpose matrix
|
||||
return Matrix3x3(mArray[0][0], mArray[1][0], mArray[2][0],
|
||||
mArray[0][1], mArray[1][1], mArray[2][1],
|
||||
mArray[0][2], mArray[1][2], mArray[2][2]);
|
||||
return Matrix3x3(mRows[0][0], mRows[1][0], mRows[2][0],
|
||||
mRows[0][1], mRows[1][1], mRows[2][1],
|
||||
mRows[0][2], mRows[1][2], mRows[2][2]);
|
||||
}
|
||||
|
||||
// Return the determinant of the matrix
|
||||
inline decimal Matrix3x3::getDeterminant() const {
|
||||
|
||||
// Compute and return the determinant of the matrix
|
||||
return (mArray[0][0]*(mArray[1][1]*mArray[2][2]-mArray[2][1]*mArray[1][2]) -
|
||||
mArray[0][1]*(mArray[1][0]*mArray[2][2]-mArray[2][0]*mArray[1][2]) +
|
||||
mArray[0][2]*(mArray[1][0]*mArray[2][1]-mArray[2][0]*mArray[1][1]));
|
||||
return (mRows[0][0]*(mRows[1][1]*mRows[2][2]-mRows[2][1]*mRows[1][2]) -
|
||||
mRows[0][1]*(mRows[1][0]*mRows[2][2]-mRows[2][0]*mRows[1][2]) +
|
||||
mRows[0][2]*(mRows[1][0]*mRows[2][1]-mRows[2][0]*mRows[1][1]));
|
||||
}
|
||||
|
||||
// Return the trace of the matrix
|
||||
inline decimal Matrix3x3::getTrace() const {
|
||||
|
||||
// Compute and return the trace
|
||||
return (mArray[0][0] + mArray[1][1] + mArray[2][2]);
|
||||
return (mRows[0][0] + mRows[1][1] + mRows[2][2]);
|
||||
}
|
||||
|
||||
// Set the matrix to the identity matrix
|
||||
inline void Matrix3x3::setToIdentity() {
|
||||
mArray[0][0] = 1.0; mArray[0][1] = 0.0; mArray[0][2] = 0.0;
|
||||
mArray[1][0] = 0.0; mArray[1][1] = 1.0; mArray[1][2] = 0.0;
|
||||
mArray[2][0] = 0.0; mArray[2][1] = 0.0; mArray[2][2] = 1.0;
|
||||
mRows[0][0] = 1.0; mRows[0][1] = 0.0; mRows[0][2] = 0.0;
|
||||
mRows[1][0] = 0.0; mRows[1][1] = 1.0; mRows[1][2] = 0.0;
|
||||
mRows[2][0] = 0.0; mRows[2][1] = 0.0; mRows[2][2] = 1.0;
|
||||
}
|
||||
|
||||
// Return the 3x3 identity matrix
|
||||
inline Matrix3x3 Matrix3x3::identity() {
|
||||
|
||||
// Return the isdentity matrix
|
||||
return Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Return the matrix with absolute values
|
||||
inline Matrix3x3 Matrix3x3::getAbsoluteMatrix() const {
|
||||
return Matrix3x3(fabs(mArray[0][0]), fabs(mArray[0][1]), fabs(mArray[0][2]),
|
||||
fabs(mArray[1][0]), fabs(mArray[1][1]), fabs(mArray[1][2]),
|
||||
fabs(mArray[2][0]), fabs(mArray[2][1]), fabs(mArray[2][2]));
|
||||
return Matrix3x3(fabs(mRows[0][0]), fabs(mRows[0][1]), fabs(mRows[0][2]),
|
||||
fabs(mRows[1][0]), fabs(mRows[1][1]), fabs(mRows[1][2]),
|
||||
fabs(mRows[2][0]), fabs(mRows[2][1]), fabs(mRows[2][2]));
|
||||
}
|
||||
|
||||
// Overloaded operator for addition
|
||||
inline Matrix3x3 operator+(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
|
||||
return Matrix3x3(matrix1.mArray[0][0] + matrix2.mArray[0][0], matrix1.mArray[0][1] +
|
||||
matrix2.mArray[0][1], matrix1.mArray[0][2] + matrix2.mArray[0][2],
|
||||
matrix1.mArray[1][0] + matrix2.mArray[1][0], matrix1.mArray[1][1] +
|
||||
matrix2.mArray[1][1], matrix1.mArray[1][2] + matrix2.mArray[1][2],
|
||||
matrix1.mArray[2][0] + matrix2.mArray[2][0], matrix1.mArray[2][1] +
|
||||
matrix2.mArray[2][1], matrix1.mArray[2][2] + matrix2.mArray[2][2]);
|
||||
return Matrix3x3(matrix1.mRows[0][0] + matrix2.mRows[0][0], matrix1.mRows[0][1] +
|
||||
matrix2.mRows[0][1], matrix1.mRows[0][2] + matrix2.mRows[0][2],
|
||||
matrix1.mRows[1][0] + matrix2.mRows[1][0], matrix1.mRows[1][1] +
|
||||
matrix2.mRows[1][1], matrix1.mRows[1][2] + matrix2.mRows[1][2],
|
||||
matrix1.mRows[2][0] + matrix2.mRows[2][0], matrix1.mRows[2][1] +
|
||||
matrix2.mRows[2][1], matrix1.mRows[2][2] + matrix2.mRows[2][2]);
|
||||
}
|
||||
|
||||
// Overloaded operator for substraction
|
||||
inline Matrix3x3 operator-(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
|
||||
return Matrix3x3(matrix1.mArray[0][0] - matrix2.mArray[0][0], matrix1.mArray[0][1] -
|
||||
matrix2.mArray[0][1], matrix1.mArray[0][2] - matrix2.mArray[0][2],
|
||||
matrix1.mArray[1][0] - matrix2.mArray[1][0], matrix1.mArray[1][1] -
|
||||
matrix2.mArray[1][1], matrix1.mArray[1][2] - matrix2.mArray[1][2],
|
||||
matrix1.mArray[2][0] - matrix2.mArray[2][0], matrix1.mArray[2][1] -
|
||||
matrix2.mArray[2][1], matrix1.mArray[2][2] - matrix2.mArray[2][2]);
|
||||
return Matrix3x3(matrix1.mRows[0][0] - matrix2.mRows[0][0], matrix1.mRows[0][1] -
|
||||
matrix2.mRows[0][1], matrix1.mRows[0][2] - matrix2.mRows[0][2],
|
||||
matrix1.mRows[1][0] - matrix2.mRows[1][0], matrix1.mRows[1][1] -
|
||||
matrix2.mRows[1][1], matrix1.mRows[1][2] - matrix2.mRows[1][2],
|
||||
matrix1.mRows[2][0] - matrix2.mRows[2][0], matrix1.mRows[2][1] -
|
||||
matrix2.mRows[2][1], matrix1.mRows[2][2] - matrix2.mRows[2][2]);
|
||||
}
|
||||
|
||||
// Overloaded operator for the negative of the matrix
|
||||
inline Matrix3x3 operator-(const Matrix3x3& matrix) {
|
||||
return Matrix3x3(-matrix.mArray[0][0], -matrix.mArray[0][1], -matrix.mArray[0][2],
|
||||
-matrix.mArray[1][0], -matrix.mArray[1][1], -matrix.mArray[1][2],
|
||||
-matrix.mArray[2][0], -matrix.mArray[2][1], -matrix.mArray[2][2]);
|
||||
return Matrix3x3(-matrix.mRows[0][0], -matrix.mRows[0][1], -matrix.mRows[0][2],
|
||||
-matrix.mRows[1][0], -matrix.mRows[1][1], -matrix.mRows[1][2],
|
||||
-matrix.mRows[2][0], -matrix.mRows[2][1], -matrix.mRows[2][2]);
|
||||
}
|
||||
|
||||
// Overloaded operator for multiplication with a number
|
||||
inline Matrix3x3 operator*(decimal nb, const Matrix3x3& matrix) {
|
||||
return Matrix3x3(matrix.mArray[0][0] * nb, matrix.mArray[0][1] * nb, matrix.mArray[0][2] * nb,
|
||||
matrix.mArray[1][0] * nb, matrix.mArray[1][1] * nb, matrix.mArray[1][2] * nb,
|
||||
matrix.mArray[2][0] * nb, matrix.mArray[2][1] * nb, matrix.mArray[2][2] * nb);
|
||||
return Matrix3x3(matrix.mRows[0][0] * nb, matrix.mRows[0][1] * nb, matrix.mRows[0][2] * nb,
|
||||
matrix.mRows[1][0] * nb, matrix.mRows[1][1] * nb, matrix.mRows[1][2] * nb,
|
||||
matrix.mRows[2][0] * nb, matrix.mRows[2][1] * nb, matrix.mRows[2][2] * nb);
|
||||
}
|
||||
|
||||
// Overloaded operator for multiplication with a matrix
|
||||
|
@ -253,44 +263,44 @@ inline Matrix3x3 operator*(const Matrix3x3& matrix, decimal nb) {
|
|||
|
||||
// Overloaded operator for matrix multiplication
|
||||
inline Matrix3x3 operator*(const Matrix3x3& matrix1, const Matrix3x3& matrix2) {
|
||||
return Matrix3x3(matrix1.mArray[0][0]*matrix2.mArray[0][0] + matrix1.mArray[0][1] *
|
||||
matrix2.mArray[1][0] + matrix1.mArray[0][2]*matrix2.mArray[2][0],
|
||||
matrix1.mArray[0][0]*matrix2.mArray[0][1] + matrix1.mArray[0][1] *
|
||||
matrix2.mArray[1][1] + matrix1.mArray[0][2]*matrix2.mArray[2][1],
|
||||
matrix1.mArray[0][0]*matrix2.mArray[0][2] + matrix1.mArray[0][1] *
|
||||
matrix2.mArray[1][2] + matrix1.mArray[0][2]*matrix2.mArray[2][2],
|
||||
matrix1.mArray[1][0]*matrix2.mArray[0][0] + matrix1.mArray[1][1] *
|
||||
matrix2.mArray[1][0] + matrix1.mArray[1][2]*matrix2.mArray[2][0],
|
||||
matrix1.mArray[1][0]*matrix2.mArray[0][1] + matrix1.mArray[1][1] *
|
||||
matrix2.mArray[1][1] + matrix1.mArray[1][2]*matrix2.mArray[2][1],
|
||||
matrix1.mArray[1][0]*matrix2.mArray[0][2] + matrix1.mArray[1][1] *
|
||||
matrix2.mArray[1][2] + matrix1.mArray[1][2]*matrix2.mArray[2][2],
|
||||
matrix1.mArray[2][0]*matrix2.mArray[0][0] + matrix1.mArray[2][1] *
|
||||
matrix2.mArray[1][0] + matrix1.mArray[2][2]*matrix2.mArray[2][0],
|
||||
matrix1.mArray[2][0]*matrix2.mArray[0][1] + matrix1.mArray[2][1] *
|
||||
matrix2.mArray[1][1] + matrix1.mArray[2][2]*matrix2.mArray[2][1],
|
||||
matrix1.mArray[2][0]*matrix2.mArray[0][2] + matrix1.mArray[2][1] *
|
||||
matrix2.mArray[1][2] + matrix1.mArray[2][2]*matrix2.mArray[2][2]);
|
||||
return Matrix3x3(matrix1.mRows[0][0]*matrix2.mRows[0][0] + matrix1.mRows[0][1] *
|
||||
matrix2.mRows[1][0] + matrix1.mRows[0][2]*matrix2.mRows[2][0],
|
||||
matrix1.mRows[0][0]*matrix2.mRows[0][1] + matrix1.mRows[0][1] *
|
||||
matrix2.mRows[1][1] + matrix1.mRows[0][2]*matrix2.mRows[2][1],
|
||||
matrix1.mRows[0][0]*matrix2.mRows[0][2] + matrix1.mRows[0][1] *
|
||||
matrix2.mRows[1][2] + matrix1.mRows[0][2]*matrix2.mRows[2][2],
|
||||
matrix1.mRows[1][0]*matrix2.mRows[0][0] + matrix1.mRows[1][1] *
|
||||
matrix2.mRows[1][0] + matrix1.mRows[1][2]*matrix2.mRows[2][0],
|
||||
matrix1.mRows[1][0]*matrix2.mRows[0][1] + matrix1.mRows[1][1] *
|
||||
matrix2.mRows[1][1] + matrix1.mRows[1][2]*matrix2.mRows[2][1],
|
||||
matrix1.mRows[1][0]*matrix2.mRows[0][2] + matrix1.mRows[1][1] *
|
||||
matrix2.mRows[1][2] + matrix1.mRows[1][2]*matrix2.mRows[2][2],
|
||||
matrix1.mRows[2][0]*matrix2.mRows[0][0] + matrix1.mRows[2][1] *
|
||||
matrix2.mRows[1][0] + matrix1.mRows[2][2]*matrix2.mRows[2][0],
|
||||
matrix1.mRows[2][0]*matrix2.mRows[0][1] + matrix1.mRows[2][1] *
|
||||
matrix2.mRows[1][1] + matrix1.mRows[2][2]*matrix2.mRows[2][1],
|
||||
matrix1.mRows[2][0]*matrix2.mRows[0][2] + matrix1.mRows[2][1] *
|
||||
matrix2.mRows[1][2] + matrix1.mRows[2][2]*matrix2.mRows[2][2]);
|
||||
}
|
||||
|
||||
// Overloaded operator for multiplication with a vector
|
||||
inline Vector3 operator*(const Matrix3x3& matrix, const Vector3& vector) {
|
||||
return Vector3(matrix.mArray[0][0]*vector.x + matrix.mArray[0][1]*vector.y +
|
||||
matrix.mArray[0][2]*vector.z,
|
||||
matrix.mArray[1][0]*vector.x + matrix.mArray[1][1]*vector.y +
|
||||
matrix.mArray[1][2]*vector.z,
|
||||
matrix.mArray[2][0]*vector.x + matrix.mArray[2][1]*vector.y +
|
||||
matrix.mArray[2][2]*vector.z);
|
||||
return Vector3(matrix.mRows[0][0]*vector.x + matrix.mRows[0][1]*vector.y +
|
||||
matrix.mRows[0][2]*vector.z,
|
||||
matrix.mRows[1][0]*vector.x + matrix.mRows[1][1]*vector.y +
|
||||
matrix.mRows[1][2]*vector.z,
|
||||
matrix.mRows[2][0]*vector.x + matrix.mRows[2][1]*vector.y +
|
||||
matrix.mRows[2][2]*vector.z);
|
||||
}
|
||||
|
||||
// Overloaded operator for equality condition
|
||||
inline bool Matrix3x3::operator==(const Matrix3x3& matrix) const {
|
||||
return (mArray[0][0] == matrix.mArray[0][0] && mArray[0][1] == matrix.mArray[0][1] &&
|
||||
mArray[0][2] == matrix.mArray[0][2] &&
|
||||
mArray[1][0] == matrix.mArray[1][0] && mArray[1][1] == matrix.mArray[1][1] &&
|
||||
mArray[1][2] == matrix.mArray[1][2] &&
|
||||
mArray[2][0] == matrix.mArray[2][0] && mArray[2][1] == matrix.mArray[2][1] &&
|
||||
mArray[2][2] == matrix.mArray[2][2]);
|
||||
return (mRows[0][0] == matrix.mRows[0][0] && mRows[0][1] == matrix.mRows[0][1] &&
|
||||
mRows[0][2] == matrix.mRows[0][2] &&
|
||||
mRows[1][0] == matrix.mRows[1][0] && mRows[1][1] == matrix.mRows[1][1] &&
|
||||
mRows[1][2] == matrix.mRows[1][2] &&
|
||||
mRows[2][0] == matrix.mRows[2][0] && mRows[2][1] == matrix.mRows[2][1] &&
|
||||
mRows[2][2] == matrix.mRows[2][2]);
|
||||
}
|
||||
|
||||
// Overloaded operator for the is different condition
|
||||
|
@ -300,32 +310,46 @@ inline bool Matrix3x3::operator!= (const Matrix3x3& matrix) const {
|
|||
|
||||
// Overloaded operator for addition with assignment
|
||||
inline Matrix3x3& Matrix3x3::operator+=(const Matrix3x3& matrix) {
|
||||
mArray[0][0] += matrix.mArray[0][0]; mArray[0][1] += matrix.mArray[0][1];
|
||||
mArray[0][2] += matrix.mArray[0][2]; mArray[1][0] += matrix.mArray[1][0];
|
||||
mArray[1][1] += matrix.mArray[1][1]; mArray[1][2] += matrix.mArray[1][2];
|
||||
mArray[2][0] += matrix.mArray[2][0]; mArray[2][1] += matrix.mArray[2][1];
|
||||
mArray[2][2] += matrix.mArray[2][2];
|
||||
mRows[0][0] += matrix.mRows[0][0]; mRows[0][1] += matrix.mRows[0][1];
|
||||
mRows[0][2] += matrix.mRows[0][2]; mRows[1][0] += matrix.mRows[1][0];
|
||||
mRows[1][1] += matrix.mRows[1][1]; mRows[1][2] += matrix.mRows[1][2];
|
||||
mRows[2][0] += matrix.mRows[2][0]; mRows[2][1] += matrix.mRows[2][1];
|
||||
mRows[2][2] += matrix.mRows[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Overloaded operator for substraction with assignment
|
||||
inline Matrix3x3& Matrix3x3::operator-=(const Matrix3x3& matrix) {
|
||||
mArray[0][0] -= matrix.mArray[0][0]; mArray[0][1] -= matrix.mArray[0][1];
|
||||
mArray[0][2] -= matrix.mArray[0][2]; mArray[1][0] -= matrix.mArray[1][0];
|
||||
mArray[1][1] -= matrix.mArray[1][1]; mArray[1][2] -= matrix.mArray[1][2];
|
||||
mArray[2][0] -= matrix.mArray[2][0]; mArray[2][1] -= matrix.mArray[2][1];
|
||||
mArray[2][2] -= matrix.mArray[2][2];
|
||||
mRows[0][0] -= matrix.mRows[0][0]; mRows[0][1] -= matrix.mRows[0][1];
|
||||
mRows[0][2] -= matrix.mRows[0][2]; mRows[1][0] -= matrix.mRows[1][0];
|
||||
mRows[1][1] -= matrix.mRows[1][1]; mRows[1][2] -= matrix.mRows[1][2];
|
||||
mRows[2][0] -= matrix.mRows[2][0]; mRows[2][1] -= matrix.mRows[2][1];
|
||||
mRows[2][2] -= matrix.mRows[2][2];
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Overloaded operator for multiplication with a number with assignment
|
||||
inline Matrix3x3& Matrix3x3::operator*=(decimal nb) {
|
||||
mArray[0][0] *= nb; mArray[0][1] *= nb; mArray[0][2] *= nb;
|
||||
mArray[1][0] *= nb; mArray[1][1] *= nb; mArray[1][2] *= nb;
|
||||
mArray[2][0] *= nb; mArray[2][1] *= nb; mArray[2][2] *= nb;
|
||||
mRows[0][0] *= nb; mRows[0][1] *= nb; mRows[0][2] *= nb;
|
||||
mRows[1][0] *= nb; mRows[1][1] *= nb; mRows[1][2] *= nb;
|
||||
mRows[2][0] *= nb; mRows[2][1] *= nb; mRows[2][2] *= nb;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Overloaded operator to return a row of the matrix.
|
||||
/// This operator is also used to access a matrix value using the syntax
|
||||
/// matrix[row][col].
|
||||
inline const Vector3& Matrix3x3::operator[](int row) const {
|
||||
return mRows[row];
|
||||
}
|
||||
|
||||
// Overloaded operator to return a row of the matrix.
|
||||
/// This operator is also used to access a matrix value using the syntax
|
||||
/// matrix[row][col].
|
||||
inline Vector3& Matrix3x3::operator[](int row) {
|
||||
return mRows[row];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -59,69 +59,62 @@ 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);
|
||||
s = 0.5 / r;
|
||||
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] + decimal(1.0));
|
||||
s = decimal(0.5) / r;
|
||||
|
||||
// Compute the quaternion
|
||||
x = (array[2][0] + array[0][2])*s;
|
||||
y = (array[1][2] + array[2][1])*s;
|
||||
z = 0.5*r;
|
||||
w = (array[1][0] - array[0][1])*s;
|
||||
x = (matrix[2][0] + matrix[0][2]) * s;
|
||||
y = (matrix[1][2] + matrix[2][1]) * s;
|
||||
z = decimal(0.5) * r;
|
||||
w = (matrix[1][0] - matrix[0][1]) * s;
|
||||
}
|
||||
else {
|
||||
r = sqrt(array[1][1] - array[2][2] - array[0][0] + 1.0);
|
||||
s = 0.5 / r;
|
||||
r = sqrt(matrix[1][1] - matrix[2][2] - matrix[0][0] + decimal(1.0));
|
||||
s = decimal(0.5) / r;
|
||||
|
||||
// Compute the quaternion
|
||||
x = (array[0][1] + array[1][0])*s;
|
||||
y = 0.5 * r;
|
||||
z = (array[1][2] + array[2][1])*s;
|
||||
w = (array[0][2] - array[2][0])*s;
|
||||
x = (matrix[0][1] + matrix[1][0]) * s;
|
||||
y = decimal(0.5) * r;
|
||||
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);
|
||||
s = 0.5 / r;
|
||||
else if (matrix[2][2] > matrix[0][0]) {
|
||||
r = sqrt(matrix[2][2] - matrix[0][0] - matrix[1][1] + decimal(1.0));
|
||||
s = decimal(0.5) / r;
|
||||
|
||||
// Compute the quaternion
|
||||
x = (array[2][0] + array[0][2])*s;
|
||||
y = (array[1][2] + array[2][1])*s;
|
||||
z = 0.5 * r;
|
||||
w = (array[1][0] - array[0][1])*s;
|
||||
x = (matrix[2][0] + matrix[0][2]) * s;
|
||||
y = (matrix[1][2] + matrix[2][1]) * s;
|
||||
z = decimal(0.5) * r;
|
||||
w = (matrix[1][0] - matrix[0][1]) * s;
|
||||
}
|
||||
else {
|
||||
r = sqrt(array[0][0] - array[1][1] - array[2][2] + 1.0);
|
||||
s = 0.5 / r;
|
||||
r = sqrt(matrix[0][0] - matrix[1][1] - matrix[2][2] + decimal(1.0));
|
||||
s = decimal(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;
|
||||
x = decimal(0.5) * r;
|
||||
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 {
|
||||
r = sqrt(trace + 1.0);
|
||||
s = 0.5/r;
|
||||
r = sqrt(trace + decimal(1.0));
|
||||
s = decimal(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;
|
||||
w = 0.5 * r;
|
||||
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 = decimal(0.5) * r;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -146,7 +139,7 @@ void Quaternion::getRotationAngleAxis(decimal& angle, Vector3& axis) const {
|
|||
}
|
||||
|
||||
// Compute the roation angle
|
||||
angle = acos(quaternion.w) * 2.0;
|
||||
angle = acos(quaternion.w) * decimal(2.0);
|
||||
|
||||
// Compute the 3D rotation axis
|
||||
Vector3 rotationAxis(quaternion.x, quaternion.y, quaternion.z);
|
||||
|
@ -165,7 +158,7 @@ Matrix3x3 Quaternion::getMatrix() const {
|
|||
decimal s = 0.0;
|
||||
|
||||
if (nQ > 0.0) {
|
||||
s = 2.0/nQ;
|
||||
s = decimal(2.0) / nQ;
|
||||
}
|
||||
|
||||
// Computations used for optimization (less multiplications)
|
||||
|
@ -183,9 +176,9 @@ Matrix3x3 Quaternion::getMatrix() const {
|
|||
decimal zzs = z*zs;
|
||||
|
||||
// Create the matrix corresponding to the quaternion
|
||||
return Matrix3x3(1.0-yys-zzs, xys-wzs, xzs + wys,
|
||||
xys + wzs, 1.0-xxs-zzs, yzs-wxs,
|
||||
xzs-wys, yzs + wxs, 1.0-xxs-yys);
|
||||
return Matrix3x3(decimal(1.0) - yys - zzs, xys-wzs, xzs + wys,
|
||||
xys + wzs, decimal(1.0) - xxs - zzs, yzs-wxs,
|
||||
xzs-wys, yzs + wxs, decimal(1.0) - xxs - yys);
|
||||
}
|
||||
|
||||
// Compute the spherical linear interpolation between two quaternions.
|
||||
|
@ -208,9 +201,9 @@ Quaternion Quaternion::slerp(const Quaternion& quaternion1,
|
|||
// Because of precision, if cos(theta) is nearly 1,
|
||||
// therefore theta is nearly 0 and we can write
|
||||
// sin((1-t)*theta) as (1-t) and sin(t*theta) as t
|
||||
const decimal epsilon = 0.00001;
|
||||
const decimal epsilon = decimal(0.00001);
|
||||
if(1-cosineTheta < epsilon) {
|
||||
return quaternion1 * (1.0-t) + quaternion2 * (t * invert);
|
||||
return quaternion1 * (decimal(1.0)-t) + quaternion2 * (t * invert);
|
||||
}
|
||||
|
||||
// Compute the theta angle
|
||||
|
@ -220,7 +213,7 @@ Quaternion Quaternion::slerp(const Quaternion& quaternion1,
|
|||
decimal sineTheta = sin(theta);
|
||||
|
||||
// Compute the two coefficients that are in the spherical linear interpolation formula
|
||||
decimal coeff1 = sin((1.0-t)*theta) / sineTheta;
|
||||
decimal coeff1 = sin((decimal(1.0)-t)*theta) / sineTheta;
|
||||
decimal coeff2 = sin(t*theta) / sineTheta * invert;
|
||||
|
||||
// Compute and return the interpolated quaternion
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -58,7 +58,7 @@ Vector3 Vector3::getUnit() const {
|
|||
assert(lengthVector > MACHINE_EPSILON);
|
||||
|
||||
// Compute and return the unit vector
|
||||
decimal lengthInv = 1.0 / lengthVector;
|
||||
decimal lengthInv = decimal(1.0) / lengthVector;
|
||||
return Vector3(x * lengthInv, y * lengthInv, z * lengthInv);
|
||||
}
|
||||
|
||||
|
|
|
@ -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 ---------- //
|
||||
|
||||
/// Constructor
|
||||
TestVector3() : mVectorZero(0, 0, 0), mVector345(3, 4, 5) {}
|
||||
|
||||
/// Run the tests
|
||||
void run() {
|
||||
testConstructors();
|
||||
testLengthMethods();
|
||||
testDotCrossProducts();
|
||||
testOthersMethods();
|
||||
testOperators();
|
||||
}
|
||||
|
||||
/// Test the constructors, getter and setter
|
||||
void testConstructors() {
|
||||
|
||||
// Test constructor
|
||||
test(mVectorZero.x == 0.0);
|
||||
test(mVectorZero.y == 0.0);
|
||||
test(mVectorZero.z == 0.0);
|
||||
test(mVector345.x == 3.0);
|
||||
test(mVector345.y == 4.0);
|
||||
test(mVector345.z == 5.0);
|
||||
|
||||
// Test copy-constructor
|
||||
Vector3 newVector(mVector345);
|
||||
test(newVector.x == 3.0);
|
||||
test(newVector.y == 4.0);
|
||||
test(newVector.z == 5.0);
|
||||
|
||||
// Test method to set values
|
||||
Vector3 newVector2;
|
||||
newVector2.setAllValues(decimal(6.1), decimal(7.2), decimal(8.6));
|
||||
test(approxEqual(newVector2.x, decimal(6.1)));
|
||||
test(approxEqual(newVector2.y, decimal(7.2)));
|
||||
test(approxEqual(newVector2.z, decimal(8.6)));
|
||||
|
||||
// Test method to set to zero
|
||||
newVector2.setToZero();
|
||||
test(newVector2 == Vector3(0, 0, 0));
|
||||
}
|
||||
|
||||
/// Test the length, unit vector and normalize methods
|
||||
void testLengthMethods() {
|
||||
|
||||
// Test length methods
|
||||
test(mVectorZero.length() == 0.0);
|
||||
test(mVectorZero.lengthSquare() == 0.0);
|
||||
test(Vector3(1, 0, 0).length() == 1.0);
|
||||
test(Vector3(0, 1, 0).length() == 1.0);
|
||||
test(Vector3(0, 0, 1).length() == 1.0);
|
||||
test(mVector345.lengthSquare() == 50.0);
|
||||
|
||||
// Test unit vector methods
|
||||
test(Vector3(1, 0, 0).isUnit());
|
||||
test(Vector3(0, 1, 0).isUnit());
|
||||
test(Vector3(0, 0, 1).isUnit());
|
||||
test(!mVector345.isUnit());
|
||||
test(Vector3(5, 0, 0).getUnit() == Vector3(1, 0, 0));
|
||||
test(Vector3(0, 5, 0).getUnit() == Vector3(0, 1, 0));
|
||||
test(Vector3(0, 0, 5).getUnit() == Vector3(0, 0, 1));
|
||||
|
||||
test(!mVector345.isZero());
|
||||
test(mVectorZero.isZero());
|
||||
|
||||
// Test normalization method
|
||||
Vector3 mVector100(1, 0, 0);
|
||||
Vector3 mVector010(0, 1, 0);
|
||||
Vector3 mVector001(0, 0, 1);
|
||||
Vector3 mVector500(5, 0, 0);
|
||||
Vector3 mVector050(0, 5, 0);
|
||||
Vector3 mVector005(0, 0, 5);
|
||||
mVector100.normalize();
|
||||
mVector010.normalize();
|
||||
mVector001.normalize();
|
||||
mVector500.normalize();
|
||||
mVector050.normalize();
|
||||
mVector005.normalize();
|
||||
test(mVector100 == Vector3(1, 0, 0));
|
||||
test(mVector010 == Vector3(0, 1, 0));
|
||||
test(mVector001 == Vector3(0, 0, 1));
|
||||
test(mVector500 == Vector3(1, 0, 0));
|
||||
test(mVector050 == Vector3(0, 1, 0));
|
||||
test(mVector005 == Vector3(0, 0, 1));
|
||||
}
|
||||
|
||||
/// Test the dot and cross products
|
||||
void testDotCrossProducts() {
|
||||
|
||||
// Test the dot product
|
||||
test(Vector3(5, 0, 0).dot(Vector3(0, 8, 0)) == 0);
|
||||
test(Vector3(5, 8, 0).dot(Vector3(0, 0, 6)) == 0);
|
||||
test(Vector3(12, 45, 83).dot(Vector3(0, 0, 0)) == 0);
|
||||
test(Vector3(5, 7, 8).dot(Vector3(5, 7, 8)) == 138);
|
||||
test(Vector3(3, 6, 78).dot(Vector3(-3, -6, -78)) == -6129);
|
||||
test(Vector3(2, 3, 5).dot(Vector3(2, 3, 5)) == 38);
|
||||
test(Vector3(4, 3, 2).dot(Vector3(8, 9, 10)) == 79);
|
||||
|
||||
// Test the cross product
|
||||
test(Vector3(0, 0, 0).cross(Vector3(0, 0, 0)) == Vector3(0, 0, 0));
|
||||
test(Vector3(6, 7, 2).cross(Vector3(6, 7, 2)) == Vector3(0, 0, 0));
|
||||
test(Vector3(1, 0, 0).cross(Vector3(0, 1, 0)) == Vector3(0, 0, 1));
|
||||
test(Vector3(0, 1, 0).cross(Vector3(0, 0, 1)) == Vector3(1, 0, 0));
|
||||
test(Vector3(0, 0, 1).cross(Vector3(0, 1, 0)) == Vector3(-1, 0, 0));
|
||||
test(Vector3(4, 7, 24).cross(Vector3(8, 13, 11)) == Vector3(-235, 148, -4));
|
||||
test(Vector3(-4, 42, -2).cross(Vector3(35, 7, -21)) == Vector3(-868, -154, -1498));
|
||||
}
|
||||
|
||||
/// Test others methods
|
||||
void testOthersMethods() {
|
||||
|
||||
// Test the method that returns the absolute vector
|
||||
test(Vector3(4, 5, 6).getAbsoluteVector() == Vector3(4, 5, 6));
|
||||
test(Vector3(-7, -24, -12).getAbsoluteVector() == Vector3(7, 24, 12));
|
||||
|
||||
// Test the method that returns the minimal element
|
||||
test(Vector3(6, 35, 82).getMinAxis() == 0);
|
||||
test(Vector3(564, 45, 532).getMinAxis() == 1);
|
||||
test(Vector3(98, 23, 3).getMinAxis() == 2);
|
||||
test(Vector3(-53, -25, -63).getMinAxis() == 2);
|
||||
|
||||
// Test the method that returns the maximal element
|
||||
test(Vector3(6, 35, 82).getMaxAxis() == 2);
|
||||
test(Vector3(7, 533, 36).getMaxAxis() == 1);
|
||||
test(Vector3(98, 23, 3).getMaxAxis() == 0);
|
||||
test(Vector3(-53, -25, -63).getMaxAxis() == 1);
|
||||
}
|
||||
|
||||
/// Test the operators
|
||||
void testOperators() {
|
||||
|
||||
// Test the [] operator
|
||||
test(mVector345[0] == 3);
|
||||
test(mVector345[1] == 4);
|
||||
test(mVector345[2] == 5);
|
||||
|
||||
// Assignment operator
|
||||
Vector3 newVector(6, 4, 2);
|
||||
newVector = Vector3(7, 8, 9);
|
||||
test(newVector == Vector3(7, 8, 9));
|
||||
|
||||
// Equality, inequality operators
|
||||
test(Vector3(5, 7, 3) == Vector3(5, 7, 3));
|
||||
test(Vector3(63, 64, 24) != Vector3(63, 64, 5));
|
||||
test(Vector3(63, 64, 24) != Vector3(12, 64, 24));
|
||||
test(Vector3(63, 64, 24) != Vector3(63, 8, 24));
|
||||
|
||||
// Addition, substraction
|
||||
Vector3 vector1(6, 33, 62);
|
||||
Vector3 vector2(7, 68, 35);
|
||||
test(Vector3(63, 24, 5) + Vector3(3, 4, 2) == Vector3(66, 28, 7));
|
||||
test(Vector3(63, 24, 5) - Vector3(3, 4, 2) == Vector3(60, 20, 3));
|
||||
vector1 += Vector3(5, 10, 12);
|
||||
vector2 -= Vector3(10, 21, 5);
|
||||
test(vector1 == Vector3(11, 43, 74));
|
||||
test(vector2 == Vector3(-3, 47, 30));
|
||||
|
||||
// Multiplication, division
|
||||
Vector3 vector3(6, 33, 62);
|
||||
Vector3 vector4(15, 60, 33);
|
||||
test(Vector3(63, 24, 5) * 3 == Vector3(189, 72, 15));
|
||||
test(3 * Vector3(63, 24, 5) == Vector3(189, 72, 15));
|
||||
test(Vector3(14, 8, 50) / 2 == Vector3(7, 4, 25));
|
||||
vector3 *= 10;
|
||||
vector4 /= 3;
|
||||
test(vector3 == Vector3(60, 330, 620));
|
||||
test(vector4 == Vector3(5, 20, 11));
|
||||
|
||||
// Negative operator
|
||||
Vector3 vector5(-34, 5, 422);
|
||||
Vector3 negative = -vector5;
|
||||
test(negative == Vector3(34, -5, -422));
|
||||
}
|
||||
};
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user