Merge pull request #5 from orange-cpp/u/orange-cpp/constexpr-support

Added constexpr support, fixed some bugs/code style issues
This commit is contained in:
2024-09-03 22:16:54 +03:00
committed by GitHub
31 changed files with 665 additions and 826 deletions

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@@ -6,7 +6,7 @@ project(omath)
set(CMAKE_CXX_STANDARD 26)
option(BUILD_TESTS "Build unit tests" ON)
option(THREAT_WARNING_AS_ERROR "Set highest level of warnings and force compiler to threat them as errors" ON)
add_library(omath STATIC source/Vector3.cpp)
add_subdirectory(source)
@@ -16,4 +16,10 @@ if(BUILD_TESTS)
add_subdirectory(tests)
endif ()
if (WIN32 AND THREAT_WARNING_AS_ERROR)
target_compile_options(omath PRIVATE /W4 /WX)
elseif(UNIX AND THREAT_WARNING_AS_ERROR)
target_compile_options(omath PRIVATE -Wall -Wextra -Wpedantic)
endif()
target_include_directories(omath PUBLIC include)

123
include/omath/Color.h Normal file
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@@ -0,0 +1,123 @@
//
// Created by vlad on 2/4/24.
//
#pragma once
#include "omath/Vector3.h"
#include <cstdint>
#include "omath/Vector4.h"
namespace omath
{
struct HSV
{
float m_hue{};
float m_saturation{};
float m_value{};
};
class Color final : public Vector4
{
public:
constexpr Color(float r, float g, float b, float a) : Vector4(r,g,b,a)
{
Clamp(0.f, 1.f);
}
constexpr explicit Color() : Vector4()
{
}
[[nodiscard]]
constexpr static Color FromRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
{
return Color{Vector4(r, g, b, a) / 255.f};
}
[[nodiscard]]
constexpr static Color FromHSV(float hue, float saturation, float value)
{
float r{}, g{}, b{};
hue = std::clamp(hue, 0.f, 1.f);
const int i = static_cast<int>(hue * 6.f);
const float f = hue * 6 - i;
const float p = value * (1 - saturation);
const float q = value * (1 - f * saturation);
const float t = value * (1 - (1 - f) * saturation);
switch (i % 6)
{
case 0: r = value, g = t, b = p; break;
case 1: r = q, g = value, b = p; break;
case 2: r = p, g = value, b = t; break;
case 3: r = p, g = q, b = value; break;
case 4: r = t, g = p, b = value; break;
case 5: r = value, g = p, b = q; break;
default: return {0.f, 0.f, 0.f, 0.f};
}
return {r, g, b, 1.f};
}
[[nodiscard]]
constexpr HSV ToHSV() const
{
HSV hsvData;
const float& red = x;
const float& green = y;
const float& blue = z;
const float max = std::max({red, green, blue});
const float min = std::min({red, green, blue});
const float delta = max - min;
if (delta == 0.f)
hsvData.m_hue = 0.f;
else if (max == red)
hsvData.m_hue = 60.f * (std::fmodf(((green - blue) / delta), 6.f));
else if (max == green)
hsvData.m_hue = 60.f * (((blue - red) / delta) + 2.f);
else if (max == blue)
hsvData.m_hue = 60.f * (((red - green) / delta) + 4.f);
if (hsvData.m_hue < 0.f)
hsvData.m_hue += 360.f;
hsvData.m_hue /= 360.f;
hsvData.m_saturation = max == 0.f ? 0.f : delta / max;
hsvData.m_value = max;
return hsvData;
}
constexpr explicit Color(const Vector4& vec) : Vector4(vec)
{
Clamp(0.f, 1.f);
}
[[nodiscard]]
constexpr Color Blend(const Color& other, float ratio) const
{
return Color( (*this * (1.f - ratio)) + (other * ratio) );
}
[[nodiscard]] static constexpr Color Red() {return {1.f, 0.f, 0.f, 1.f};}
[[nodiscard]] static constexpr Color Green() {return {0.f, 1.f, 0.f, 1.f};}
[[nodiscard]] static constexpr Color Blue() {return {0.f, 0.f, 1.f, 1.f};}
};
[[nodiscard]]
constexpr Color Blend(const Color& first, const Color& second, float ratio)
{
return Color{first * (1.f - std::clamp(ratio, 0.f, 1.f)) + second * ratio};
}
}

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@@ -26,7 +26,7 @@ namespace omath
static Matrix OrientationMatrix(const Vector3& forward, const Vector3& right, const Vector3& up);
[[nodiscard]]
static Matrix ProjectionMatrix(float fielOfView, float aspectRatio,float near, float far);
static Matrix ProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
Matrix(const Matrix &other);

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@@ -4,6 +4,7 @@
#pragma once
#include <tuple>
#include <cmath>
namespace omath
@@ -15,60 +16,169 @@ namespace omath
float y = 0.f;
// Constructors
Vector2() = default;
Vector2(float x, float y);
constexpr Vector2() : x(0.f), y(0.f) {}
constexpr Vector2(float x, float y) : x(x), y(y) {}
// Equality operators
bool operator==(const Vector2& src) const;
bool operator!=(const Vector2& src) const;
[[nodiscard]]
constexpr bool operator==(const Vector2& src) const
{
return x == src.x && y == src.y;
}
[[nodiscard]]
constexpr bool operator!=(const Vector2& src) const
{
return !(*this == src);
}
// Compound assignment operators
Vector2& operator+=(const Vector2& v);
Vector2& operator-=(const Vector2& v);
Vector2& operator*=(const Vector2& v);
Vector2& operator/=(const Vector2& v);
constexpr Vector2& operator+=(const Vector2& v)
{
x += v.x;
y += v.y;
Vector2& operator*=(float fl);
Vector2& operator/=(float fl);
Vector2& operator+=(float fl);
Vector2& operator-=(float fl);
return *this;
}
constexpr Vector2& operator-=(const Vector2& v)
{
x -= v.x;
y -= v.y;
return *this;
}
constexpr Vector2& operator*=(const Vector2& v)
{
x *= v.x;
y *= v.y;
return *this;
}
constexpr Vector2& operator/=(const Vector2& v)
{
x /= v.x;
y /= v.y;
return *this;
}
constexpr Vector2& operator*=(float fl)
{
x *= fl;
y *= fl;
return *this;
}
constexpr Vector2& operator/=(float fl)
{
x /= fl;
y /= fl;
return *this;
}
constexpr Vector2& operator+=(float fl)
{
x += fl;
y += fl;
return *this;
}
constexpr Vector2& operator-=(float fl)
{
x -= fl;
y -= fl;
return *this;
}
// Basic vector operations
[[nodiscard]] float DistTo(const Vector2& vOther) const;
[[nodiscard]] float DistToSqr(const Vector2& vOther) const;
[[nodiscard]] float Dot(const Vector2& vOther) const;
[[nodiscard]] float DistTo(const Vector2& vOther) const
{
return std::sqrt(DistToSqr(vOther));
}
[[nodiscard]] constexpr float DistToSqr(const Vector2& vOther) const
{
return (x - vOther.x) * (x - vOther.x) + (y - vOther.y) * (y - vOther.y);
}
[[nodiscard]] constexpr float Dot(const Vector2& vOther) const
{
return x * vOther.x + y * vOther.y;
}
[[nodiscard]] float Length() const;
[[nodiscard]] float LengthSqr() const;
Vector2& Abs();
[[nodiscard]] constexpr float LengthSqr() const
{
return x * x + y * y;
}
constexpr Vector2& Abs()
{
//FIXME: Replace with std::abs, if it will become constexprable
x = x < 0 ? -x : x;
y = y < 0 ? -y : y;
return *this;
}
template<class type>
const type& As() const
[[nodiscard]] constexpr const type& As() const
{
return *reinterpret_cast<const type*>(this);
}
template<class type>
type& As()
[[nodiscard]] constexpr type& As()
{
return *reinterpret_cast<type*>(this);
}
// Unary negation operator
Vector2 operator-() const;
[[nodiscard]] constexpr Vector2 operator-() const
{
return {-x, -y};
}
// Binary arithmetic operators
Vector2 operator+(const Vector2& v) const;
Vector2 operator-(const Vector2& v) const;
Vector2 operator*(float fl) const;
Vector2 operator/(float fl) const;
[[nodiscard]] constexpr Vector2 operator+(const Vector2& v) const
{
return {x + v.x, y + v.y};
}
[[nodiscard]] constexpr Vector2 operator-(const Vector2& v) const
{
return {x - v.x, y - v.y};
}
[[nodiscard]] constexpr Vector2 operator*(float fl) const
{
return {x * fl, y * fl};
}
[[nodiscard]] constexpr Vector2 operator/(float fl) const
{
return {x / fl, y / fl};
}
// Normalize the vector
[[nodiscard]] Vector2 Normalized() const;
// Sum of elements
[[nodiscard]] float Sum() const;
[[nodiscard]] constexpr float Sum() const
{
return x + y;
}
[[nodiscard]]
std::tuple<float, float> AsTuple() const;
constexpr std::tuple<float, float> AsTuple() const
{
return std::make_tuple(x, y);
}
};
}

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@@ -15,42 +15,166 @@ namespace omath
{
public:
float z = 0.f;
Vector3(float x, float y, float z);
Vector3() = default;
constexpr Vector3(float x, float y, float z) : Vector2(x, y), z(z) { }
constexpr Vector3() : Vector2(), z(0.f) {};
bool operator==(const Vector3& src) const;
bool operator!=(const Vector3& src) const;
[[nodiscard]] constexpr bool operator==(const Vector3& src) const
{
return Vector2::operator==(src) && (src.z == z);
}
Vector3& operator+=(const Vector3& v);
Vector3& operator-=(const Vector3& v);
Vector3& operator*=(float fl);
Vector3& operator*=(const Vector3& v);
Vector3& operator/=(const Vector3& v);
Vector3& operator+=(float fl);
Vector3& operator/=(float fl);
Vector3& operator-=(float fl);
[[nodiscard]] constexpr bool operator!=(const Vector3& src) const
{
return !(*this == src);
}
[[nodiscard]] float DistTo(const Vector3& vOther) const;
Vector3& Abs();
[[nodiscard]] float DistToSqr(const Vector3& vOther) const;
[[nodiscard]] float Dot(const Vector3& vOther) const;
constexpr Vector3& operator+=(const Vector3& v)
{
Vector2::operator+=(v);
z += v.z;
return *this;
}
constexpr Vector3& operator-=(const Vector3& v)
{
Vector2::operator-=(v);
z -= v.z;
return *this;
}
constexpr Vector3& operator*=(float fl)
{
Vector2::operator*=(fl);
z *= fl;
return *this;
}
constexpr Vector3& operator*=(const Vector3& v)
{
Vector2::operator*=(v);
z *= v.z;
return *this;
}
constexpr Vector3& operator/=(const Vector3& v)
{
Vector2::operator/=(v);
z /= v.z;
return *this;
}
constexpr Vector3& operator+=(float fl)
{
Vector2::operator+=(fl);
z += fl;
return *this;
}
constexpr Vector3& operator/=(float fl)
{
Vector2::operator/=(fl);
z /= fl;
return *this;
}
constexpr Vector3& operator-=(float fl)
{
Vector2::operator-=(fl);
z -= fl;
return *this;
}
[[nodiscard]]
float DistTo(const Vector3& vOther) const;
constexpr Vector3& Abs()
{
Vector2::Abs();
z = z < 0.f ? -z : z;
return *this;
}
[[nodiscard]] constexpr float DistToSqr(const Vector3& vOther) const
{
return (*this - vOther).LengthSqr();
}
[[nodiscard]] constexpr float Dot(const Vector3& vOther) const
{
return Vector2::Dot(vOther) + z * vOther.z;
}
[[nodiscard]] float Length() const;
[[nodiscard]] float LengthSqr() const;
[[nodiscard]] constexpr float LengthSqr() const
{
return Vector2::LengthSqr() + z * z;
}
[[nodiscard]] float Length2D() const;
Vector3 operator-() const;
Vector3 operator+(const Vector3& v) const;
Vector3 operator-(const Vector3& v) const;
Vector3 operator*(float fl) const;
Vector3 operator*(const Vector3& v) const;
Vector3 operator/(float fl) const;
Vector3 operator/(const Vector3& v) const;
[[nodiscard]] constexpr Vector3 operator-() const
{
return {-x, -y, -z};
}
[[nodiscard]] constexpr Vector3 operator+(const Vector3& v) const
{
return {x + v.x, y + v.y, z + v.z};
}
[[nodiscard]] constexpr Vector3 operator-(const Vector3& v) const
{
return {x - v.x, y - v.y, z - v.z};
}
[[nodiscard]] constexpr Vector3 operator*(float fl) const
{
return {x * fl, y * fl, z * fl};
}
[[nodiscard]] constexpr Vector3 operator*(const Vector3& v) const
{
return {x * v.x, y * v.y, z * v.z};
}
[[nodiscard]] constexpr Vector3 operator/(float fl) const
{
return {x / fl, y / fl, z / fl};
}
[[nodiscard]] constexpr Vector3 operator/(const Vector3& v) const
{
return {x / v.x, y / v.y, z / v.z};
}
[[nodiscard]] constexpr Vector3 Cross(const Vector3 &v) const
{
return
{
y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.x
};
}
[[nodiscard]] constexpr float Sum() const
{
return Vector3::Sum2D() + z;
}
[[nodiscard]] constexpr float Sum2D() const
{
return Vector2::Sum();
}
[[nodiscard]] Vector3 Cross(const Vector3 &v) const;
[[nodiscard]] static Vector3 CreateVelocity(float pitch, float yaw, float speed);
[[nodiscard]] float Sum() const;
[[nodiscard]] float Sum2D() const;
[[nodiscard]] Vector3 ViewAngleTo(const Vector3& other) const;
[[nodiscard]] static Vector3 ForwardVector(float pitch, float yaw);
@@ -61,7 +185,10 @@ namespace omath
[[nodiscard]]
Vector3 Normalized() const;
[[nodiscard]] std::tuple<float, float, float> AsTuple() const;
[[nodiscard]] std::tuple<float, float, float> AsTuple() const
{
return std::make_tuple(x, y, z);
}
};
}
// ReSharper disable once CppRedundantNamespaceDefinition

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@@ -4,59 +4,152 @@
#pragma once
#include <omath/Vector3.h>
#include <algorithm>
namespace omath
{
class Vector4 : public Vector3
{
public:
float w = 0.f;
float w;
Vector4(const float x = 0.f, const float y = 0.f, const float z = 0.f, const float w = 0.f) : Vector3(x, y, z), w(w) {}
Vector4();
constexpr Vector4(float x, float y, float z, float w) : Vector3(x, y, z), w(w) {}
constexpr Vector4() : Vector3(), w(0.f) {};
[[nodiscard]]
bool operator==(const Vector4& src) const;
constexpr bool operator==(const Vector4& src) const
{
return Vector3::operator==(src) && w == src.w;
}
[[nodiscard]]
bool operator!=(const Vector4& src) const;
constexpr bool operator!=(const Vector4& src) const
{
return !(*this == src);
}
Vector4& operator+=(const Vector4& v);
Vector4& operator-=(const Vector4& v);
Vector4& operator*=(float scalar);
Vector4& operator*=(const Vector4& v);
Vector4& operator/=(float scalar);
Vector4& operator/=(const Vector4& v);
constexpr Vector4& operator+=(const Vector4& v)
{
Vector3::operator+=(v);
w += v.w;
return *this;
}
constexpr Vector4& operator-=(const Vector4& v)
{
Vector3::operator-=(v);
w -= v.w;
return *this;
}
constexpr Vector4& operator*=(float scalar)
{
Vector3::operator*=(scalar);
w *= scalar;
return *this;
}
constexpr Vector4& operator*=(const Vector4& v)
{
Vector3::operator*=(v);
w *= v.w;
return *this;
}
constexpr Vector4& operator/=(float scalar)
{
Vector3::operator/=(scalar);
w /= scalar;
return *this;
}
constexpr Vector4& operator/=(const Vector4& v)
{
Vector3::operator/=(v);
w /= v.w;
return *this;
}
[[nodiscard]] constexpr float LengthSqr() const
{
return Vector3::LengthSqr() + w * w;
}
[[nodiscard]] constexpr float Dot(const Vector4& vOther) const
{
return Vector3::Dot(vOther) + w * vOther.w;
}
[[nodiscard]] float Length() const;
[[nodiscard]] float LengthSqr() const;
[[nodiscard]] float Dot(const Vector4& vOther) const;
Vector4& Abs();
Vector4& Clamp(float min, float max);
constexpr Vector4& Abs()
{
Vector3::Abs();
w = w < 0.f ? -w : w;
return *this;
}
constexpr Vector4& Clamp(float min, float max)
{
x = std::clamp(x, min, max);
y = std::clamp(y, min, max);
z = std::clamp(z, min, max);
return *this;
}
[[nodiscard]]
Vector4 operator-() const;
constexpr Vector4 operator-() const
{
return {-x, -y, -z, -w};
}
[[nodiscard]]
Vector4 operator+(const Vector4& v) const;
constexpr Vector4 operator+(const Vector4& v) const
{
return {x + v.x, y + v.y, z + v.z, w + v.w};
}
[[nodiscard]]
Vector4 operator-(const Vector4& v) const;
constexpr Vector4 operator-(const Vector4& v) const
{
return {x - v.x, y - v.y, z - v.z, w - v.w};
}
[[nodiscard]]
Vector4 operator*(float scalar) const;
constexpr Vector4 operator*(float scalar) const
{
return {x * scalar, y * scalar, z * scalar, w * scalar};
}
[[nodiscard]]
Vector4 operator*(const Vector4& v) const;
constexpr Vector4 operator*(const Vector4& v) const
{
return {x * v.x, y * v.y, z * v.z, w * v.w};
}
[[nodiscard]]
Vector4 operator/(float scalar) const;
constexpr Vector4 operator/(float scalar) const
{
return {x / scalar, y / scalar, z / scalar, w / scalar};
}
[[nodiscard]]
Vector4 operator/(const Vector4& v) const;
constexpr Vector4 operator/(const Vector4& v) const
{
return {x / v.x, y / v.y, z / v.z, w / v.w};
}
[[nodiscard]]
float Sum() const;
constexpr float Sum() const
{
return Vector3::Sum() + w;
}
};
}

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@@ -1,47 +0,0 @@
//
// Created by vlad on 2/4/24.
//
#pragma once
#include "omath/Vector3.h"
#include <cstdint>
#include "omath/Vector4.h"
namespace omath::color
{
struct HSV
{
float m_hue{};
float m_saturation{};
float m_value{};
};
[[nodiscard]]
Vector3 Blend(const Vector3& first, const Vector3& second, float ratio);
class Color final : public Vector4
{
public:
Color(float r, float g, float b, float a);
explicit Color();
[[nodiscard]]
static Color FromRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
[[nodiscard]]
static Color FromHSV(float hue, float saturation, float value);
[[nodiscard]]
HSV ToHSV() const;
explicit Color(Vector4 vec);
[[nodiscard]]
Color Blend(const Color& other, float ratio) const;
[[nodiscard]] static Color Red() {return {1.f, 0.f, 0.f, 1.f};}
[[nodiscard]] static Color Green() {return {0.f, 1.f, 0.f, 1.f};}
[[nodiscard]] static Color Blue() {return {0.f, 0.f, 1.f, 1.f};}
};
}

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@@ -10,7 +10,7 @@
namespace omath::pathfinding
{
class Astar
class Astar final
{
public:
[[nodiscard]]

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@@ -12,19 +12,12 @@
namespace omath::pathfinding
{
struct NavigationVertex
{
Vector3 origin;
std::vector<NavigationVertex*> connections;
};
class NavigationMesh final
{
public:
[[nodiscard]]
std::expected<Vector3, std::string> GetClossestVertex(const Vector3& point) const;
std::expected<Vector3, std::string> GetClosestVertex(const Vector3& point) const;
[[nodiscard]]

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@@ -12,7 +12,7 @@
namespace omath::prediction
{
class Engine
class Engine final
{
public:
explicit Engine(float gravityConstant, float simulationTimeStep,

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@@ -12,9 +12,6 @@ namespace omath::prediction
{
public:
[[nodiscard]]
Vector3 CalculateVelocity(float pitch, float yaw) const;
[[nodiscard]]
Vector3 PredictPosition(float pitch, float yaw, float time, float gravity) const;

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@@ -13,7 +13,15 @@ namespace omath::prediction
public:
[[nodiscard]]
Vector3 PredictPosition(float time, float gravity) const;
constexpr Vector3 PredictPosition(float time, float gravity) const
{
auto predicted = m_origin + m_velocity * time;
if (m_isAirborne)
predicted.z -= gravity * std::pow(time, 2.f) * 0.5f;
return predicted;
}
Vector3 m_origin;
Vector3 m_velocity;

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@@ -8,6 +8,7 @@
#include <omath/Vector3.h>
#include <omath/Matrix.h>
#include <string_view>
#include "ErrorCodes.h"
namespace omath::projection
@@ -18,7 +19,7 @@ namespace omath::projection
float m_width;
float m_height;
[[nodiscard]] float AspectRatio() const {return m_width / m_height;}
[[nodiscard]] constexpr float AspectRatio() const {return m_width / m_height;}
};
class Camera
@@ -27,13 +28,9 @@ namespace omath::projection
Camera(const Vector3& position, const Vector3& viewAngles, const ViewPort& viewPort, float fov, float near, float far);
void SetViewAngles(const Vector3& viewAngles);
[[nodiscard]] const Vector3& GetViewAngles() const;
[[nodiscard]] Matrix GetViewMatrix() const;
[[nodiscard]] Matrix GetProjectionMatrix() const;
[[nodiscard]] Matrix GetTranslationMatrix() const;
[[nodiscard]] Matrix GetOrientationMatrix() const;
[[nodiscard]] std::expected<Vector3, std::string_view> WorldToScreen(const Vector3& worldPosition) const;
[[nodiscard]] std::expected<Vector3, Error> WorldToScreen(const Vector3& worldPosition) const;
ViewPort m_viewPort{};
float m_fieldOfView;

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@@ -0,0 +1,16 @@
//
// Created by Vlad on 03.09.2024.
//
#pragma once
#include <cstdint>
namespace omath::projection
{
enum class Error : uint16_t
{
WORLD_POSITION_IS_BEHIND_CAMERA = 0,
WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS,
};
}

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@@ -1,6 +1,6 @@
target_sources(omath PRIVATE
Vector3.cpp
matrix.cpp
Matrix.cpp
color.cpp
Vector4.cpp
Vector2.cpp)

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@@ -1,6 +1,6 @@
#include "omath/Matrix.h"
#include "omath/Vector3.h"
#include "omath/angles.h"
#include "omath/Angles.h"
#include <format>
@@ -200,8 +200,8 @@ namespace omath
m_columns = other.m_columns;
m_data = std::move(other.m_data);
other.m_rows = 0.f;
other.m_columns = 0.f;
other.m_rows = 0;
other.m_columns = 0;
return *this;
@@ -350,10 +350,10 @@ namespace omath
};
}
Matrix Matrix::ProjectionMatrix(const float fielOfView, const float aspectRatio, const float near,
Matrix Matrix::ProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
const float fovHalfTan = std::tan(angles::DegreesToRadians(fielOfView) / 2.f);
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
return
{

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@@ -7,157 +7,19 @@
namespace omath
{
// Constructors
Vector2::Vector2(const float x, const float y) : x(x), y(y) {}
// Equality operators
bool Vector2::operator==(const Vector2& src) const
Vector2 Vector2::Normalized() const
{
return x == src.x && y == src.y;
}
const float len = Length();
bool Vector2::operator!=(const Vector2& src) const
{
return !(*this == src);
}
if (len > 0.f)
return {x / len, y / len};
// Compound assignment operators
Vector2& Vector2::operator+=(const Vector2& v)
{
x += v.x;
y += v.y;
return *this;
}
Vector2& Vector2::operator-=(const Vector2& v)
{
x -= v.x;
y -= v.y;
return *this;
}
Vector2& Vector2::operator*=(float fl)
{
x *= fl;
y *= fl;
return *this;
}
Vector2& Vector2::operator/=(float fl)
{
x /= fl;
y /= fl;
return *this;
}
Vector2& Vector2::operator+=(float fl)
{
x += fl;
y += fl;
return *this;
}
Vector2& Vector2::operator-=(float fl)
{
x -= fl;
y -= fl;
return *this;
}
// Basic vector operations
float Vector2::DistTo(const Vector2& vOther) const
{
return std::sqrt(DistToSqr(vOther));
}
float Vector2::DistToSqr(const Vector2& vOther) const
{
return (x - vOther.x) * (x - vOther.x) + (y - vOther.y) * (y - vOther.y);
}
float Vector2::Dot(const Vector2& vOther) const
{
return x * vOther.x + y * vOther.y;
return {0.f, 0.f};
}
float Vector2::Length() const
{
return std::sqrt(x * x + y * y);
}
float Vector2::LengthSqr() const
{
return x * x + y * y;
}
Vector2& Vector2::Abs()
{
x = std::abs(x);
y = std::abs(y);
return *this;
}
// Unary negation operator
Vector2 Vector2::operator-() const
{
return {-x, -y};
}
// Binary arithmetic operators
Vector2 Vector2::operator+(const Vector2& v) const
{
return {x + v.x, y + v.y};
}
Vector2 Vector2::operator-(const Vector2& v) const
{
return {x - v.x, y - v.y};
}
Vector2 Vector2::operator*(float fl) const
{
return {x * fl, y * fl};
}
Vector2 Vector2::operator/(float fl) const
{
return {x / fl, y / fl};
}
// Normalize the vector
Vector2 Vector2::Normalized() const
{
float len = Length();
if (len > 0.f) {
return {x / len, y / len};
}
return {0.f, 0.f};
}
// Sum of elements
float Vector2::Sum() const
{
return x + y;
}
Vector2 &Vector2::operator*=(const Vector2 &v)
{
x *= v.x;
y *= v.y;
return *this;
}
Vector2 &Vector2::operator/=(const Vector2 &v)
{
x /= v.x;
y /= v.y;
return *this;
}
std::tuple<float, float> Vector2::AsTuple() const
{
return std::make_tuple(x, y);
}
}

View File

@@ -4,183 +4,27 @@
#include <omath/Vector3.h>
#include <cmath>
#include <omath/angles.h>
#include <omath/Angles.h>
namespace omath
{
Vector3::Vector3(const float x, const float y, const float z) : Vector2(x, y), z(z)
{
}
bool Vector3::operator==(const Vector3 &src) const
{
return Vector2::operator==(src) && (src.z == z);
}
bool Vector3::operator!=(const Vector3 &src) const
{
return !(*this == src);
}
Vector3 &Vector3::operator+=(const Vector3 &v)
{
Vector2::operator+=(v);
z += v.z;
return *this;
}
Vector3 &Vector3::operator-=(const Vector3 &v)
{
Vector2::operator-=(v);
z -= v.z;
return *this;
}
Vector3 &Vector3::operator*=(const float fl)
{
Vector2::operator*=(fl);
z *= fl;
return *this;
}
Vector3 &Vector3::operator*=(const Vector3 &v)
{
Vector2::operator*=(v);
z *= v.z;
return *this;
}
Vector3 &Vector3::operator/=(const Vector3 &v)
{
Vector2::operator/=(v);
z /= v.z;
return *this;
}
Vector3 &Vector3::operator+=(const float fl)
{
Vector2::operator+=(fl);
z += fl;
return *this;
}
Vector3 &Vector3::operator/=(const float fl)
{
Vector2::operator/=(fl);
z /= fl;
return *this;
}
Vector3 &Vector3::operator-=(const float fl)
{
Vector2::operator-=(fl);
z -= fl;
return *this;
}
float Vector3::DistTo(const Vector3 &vOther) const
{
return (*this - vOther).Length();
}
Vector3 &Vector3::Abs()
{
Vector2::Abs();
z = std::abs(z);
return *this;
}
float Vector3::DistToSqr(const Vector3 &vOther) const
{
return (*this - vOther).LengthSqr();
}
float Vector3::Dot(const Vector3 &vOther) const
{
return Vector2::Dot(vOther) + z * vOther.z;
}
float Vector3::Length() const
{
return std::sqrt(Vector2::LengthSqr() + z * z);
}
float Vector3::LengthSqr() const
{
return Vector2::LengthSqr() + z * z;
}
float Vector3::Length2D() const
{
return Vector2::Length();
}
Vector3 Vector3::operator-() const
{
return {-x, -y, -z};
}
Vector3 Vector3::operator+(const Vector3 &v) const
{
return {x + v.x, y + v.y, z + v.z};
}
Vector3 Vector3::operator-(const Vector3 &v) const
{
return {x - v.x, y - v.y, z - v.z};
}
Vector3 Vector3::operator*(float fl) const
{
return {x * fl, y * fl, z * fl};
}
Vector3 Vector3::operator*(const Vector3 &v) const
{
return {x * v.x, y * v.y, z * v.z};
}
Vector3 Vector3::operator/(const float fl) const
{
return {x / fl, y / fl, z / fl};
}
Vector3 Vector3::operator/(const Vector3 &v) const
{
return {x / v.x, y / v.y, z / v.z};
}
Vector3 Vector3::CreateVelocity(const float pitch, const float yaw, const float speed)
{
return
{
std::cos(angles::DegreesToRadians(pitch)) * std::cos(angles::DegreesToRadians(yaw)) * speed,
std::cos(angles::DegreesToRadians(pitch)) * std::sin(angles::DegreesToRadians(yaw)) * speed,
std::sin(angles::DegreesToRadians(pitch)) * speed,
};
}
float Vector3::Sum() const
{
return Vector3::Sum2D() + z;
}
float Vector3::Sum2D() const
{
return Vector2::Sum();
}
Vector3 Vector3::ViewAngleTo(const Vector3 &other) const
{
const float distance = DistTo(other);
@@ -233,15 +77,6 @@ namespace omath
return RightVector(pitch, yaw, roll).Cross(ForwardVector(pitch, yaw));
}
Vector3 Vector3::Cross(const Vector3 &v) const
{
return
{
y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.x
};
}
Vector3 Vector3::Normalized() const
{
@@ -249,9 +84,4 @@ namespace omath
return length != 0 ? *this / length : *this;
}
std::tuple<float, float, float> Vector3::AsTuple() const
{
return std::make_tuple(x, y, z);
}
}

View File

@@ -3,139 +3,14 @@
//
#include "omath/Vector4.h"
#include <algorithm>
#include <cmath>
namespace omath
{
bool Vector4::operator==(const Vector4& src) const
{
return Vector3::operator==(src) && w == src.w;
}
bool Vector4::operator!=(const Vector4& src) const
{
return !(*this == src);
}
Vector4& Vector4::operator+=(const Vector4& v)
{
Vector3::operator+=(v);
w += v.w;
return *this;
}
Vector4& Vector4::operator-=(const Vector4& v)
{
Vector3::operator-=(v);
w -= v.w;
return *this;
}
Vector4& Vector4::operator*=(float scalar)
{
Vector3::operator*=(scalar);
w *= scalar;
return *this;
}
Vector4& Vector4::operator*=(const Vector4& v)
{
Vector3::operator*=(v);
w *= v.w;
return *this;
}
Vector4& Vector4::operator/=(float scalar)
{
Vector3::operator/=(scalar);
w /= scalar;
return *this;
}
Vector4& Vector4::operator/=(const Vector4& v)
{
Vector3::operator/=(v);
w /= v.w;
return *this;
}
float Vector4::Length() const
{
return std::sqrt(LengthSqr());
}
float Vector4::LengthSqr() const
{
return Vector3::LengthSqr() + w * w;
}
float Vector4::Dot(const Vector4& vOther) const
{
return Vector3::Dot(vOther) + w * vOther.w;
}
Vector4& Vector4::Abs()
{
Vector3::Abs();
w = std::abs(w);
return *this;
}
Vector4& Vector4::Clamp(const float min, const float max)
{
x = std::clamp(x, min, max);
y = std::clamp(y, min, max);
z = std::clamp(z, min, max);
return *this;
}
Vector4 Vector4::operator-() const
{
return {-x, -y, -z, -w};
}
Vector4 Vector4::operator+(const Vector4& v) const
{
return {x + v.x, y + v.y, z + v.z, w + v.w};
}
Vector4 Vector4::operator-(const Vector4& v) const
{
return {x - v.x, y - v.y, z - v.z, w - v.w};
}
Vector4 Vector4::operator*(float scalar) const
{
return {x * scalar, y * scalar, z * scalar, w * scalar};
}
Vector4 Vector4::operator*(const Vector4& v) const
{
return {x * v.x, y * v.y, z * v.z, w * v.w};
}
Vector4 Vector4::operator/(float scalar) const
{
return {x / scalar, y / scalar, z / scalar, w / scalar};
}
Vector4 Vector4::operator/(const Vector4& v) const
{
return {x / v.x, y / v.y, z / v.z, w / v.w};
}
float Vector4::Sum() const
{
return x + y + z + w;
}
Vector4::Vector4()
{
x = 0.f;
y = 0.f;
z = 0.f;
}
}

View File

@@ -2,102 +2,12 @@
// Created by vlad on 2/4/24.
//
#include "omath/color.h"
#include "omath/Color.h"
#include <algorithm>
#include <cmath>
namespace omath::color
namespace omath
{
Vector3 Blend(const Vector3 &first, const Vector3 &second, float ratio)
{
return first * (1.f - std::clamp(ratio, 0.f, 1.f)) + second * ratio;
}
Color Color::Blend(const Color &other, float ratio) const
{
return Color( (*this * (1.f - ratio)) + (other * ratio) );
}
Color::Color(const float r, const float g, const float b, const float a)
: Vector4(std::clamp(r, 0.f, 1.f),
std::clamp(g, 0.f, 1.f),
std::clamp(b, 0.f, 1.f),
std::clamp(a, 0.f, 1.f))
{
}
Color::Color(Vector4 vec) : Vector4(vec.Clamp(0.f, 1.f))
{
}
Color Color::FromRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255)
{
return Color{Vector4(r, g, b, a) / 255.f};
}
Color Color::FromHSV(float hue, const float saturation, const float value) {
float r{}, g{}, b{};
hue = std::clamp(hue, 0.f, 1.f);
const int i = static_cast<int>(hue * 6.f);
const float f = hue * 6 - i;
const float p = value * (1 - saturation);
const float q = value * (1 - f * saturation);
const float t = value * (1 - (1 - f) * saturation);
switch (i % 6)
{
case 0: r = value, g = t, b = p; break;
case 1: r = q, g = value, b = p; break;
case 2: r = p, g = value, b = t; break;
case 3: r = p, g = q, b = value; break;
case 4: r = t, g = p, b = value; break;
case 5: r = value, g = p, b = q; break;
default: return {0.f, 0.f, 0.f, 0.f};
}
return {r, g, b, 1.f};
}
HSV Color::ToHSV() const {
HSV hsvData;
const float& red = x;
const float& green = y;
const float& blue = z;
const float max = std::max({red, green, blue});
const float min = std::min({red, green, blue});
const float delta = max - min;
if (delta == 0.f)
hsvData.m_hue = 0.f;
else if (max == red)
hsvData.m_hue = 60.f * (std::fmodf(((green - blue) / delta), 6.f));
else if (max == green)
hsvData.m_hue = 60.f * (((blue - red) / delta) + 2.f);
else if (max == blue)
hsvData.m_hue = 60.f * (((red - green) / delta) + 4.f);
if (hsvData.m_hue < 0.f)
hsvData.m_hue += 360.f;
hsvData.m_hue /= 360.f;
hsvData.m_saturation = max == 0.f ? 0.f : delta / max;
hsvData.m_value = max;
return hsvData;
}
Color::Color() : Vector4(0.f, 0.f, 0.f, 0.f)
{
}
}

View File

@@ -23,8 +23,8 @@ namespace omath::pathfinding
std::unordered_map<Vector3, PathNode> closedList;
std::unordered_map<Vector3, PathNode> openList;
const auto startVertex = navMesh.GetClossestVertex(start).value();
const auto endVertex = navMesh.GetClossestVertex(end).value();
const auto startVertex = navMesh.GetClosestVertex(start).value();
const auto endVertex = navMesh.GetClosestVertex(end).value();
openList.emplace(startVertex, PathNode{std::nullopt, 0.f});

View File

@@ -7,7 +7,7 @@
#include <algorithm>
namespace omath::pathfinding
{
std::expected<Vector3, std::string> NavigationMesh::GetClossestVertex(const Vector3 &point) const
std::expected<Vector3, std::string> NavigationMesh::GetClosestVertex(const Vector3 &point) const
{
const auto res = std::ranges::min_element(m_verTextMap,
[&point](const auto& a, const auto& b)
@@ -43,7 +43,7 @@ namespace omath::pathfinding
for (const auto& [vertex, neighbors] : m_verTextMap)
{
const uint16_t neighborsCount = neighbors.size();
const auto neighborsCount = neighbors.size();
dumpToVector(vertex, raw);
dumpToVector(neighborsCount, raw);

View File

@@ -5,7 +5,7 @@
#include "omath/prediction/Engine.h"
#include <cmath>
#include <omath/angles.h>
#include <omath/Angles.h>
namespace omath::prediction
@@ -45,7 +45,7 @@ namespace omath::prediction
const Vector3 &targetPosition) const
{
const auto bulletGravity = m_gravityConstant * projectile.m_gravityScale;
const auto delta = targetPosition - projectile.m_origin;;
const auto delta = targetPosition - projectile.m_origin;
const auto distance2d = delta.Length2D();

View File

@@ -8,14 +8,9 @@
namespace omath::prediction
{
Vector3 Projectile::CalculateVelocity(const float pitch, const float yaw) const
{
return Vector3::CreateVelocity(pitch, yaw, m_launchSpeed);
}
Vector3 Projectile::PredictPosition(const float pitch, const float yaw, const float time, const float gravity) const
{
auto currentPos = m_origin + Vector3::CreateVelocity(pitch, yaw, m_launchSpeed) * time;
auto currentPos = m_origin + Vector3::ForwardVector(pitch, yaw) * m_launchSpeed * time;
currentPos.z -= (gravity * m_gravityScale) * std::pow(time, 2.f) * 0.5f;
return currentPos;

View File

@@ -3,18 +3,9 @@
//
#include "omath/prediction/Target.h"
#include <cmath>
namespace omath::prediction
{
Vector3 Target::PredictPosition(const float time, const float gravity) const
{
auto predicted = m_origin + m_velocity * time;
if (m_isAirborne)
predicted.z -= gravity * std::pow(time, 2.f) * 0.5f;
return predicted;
}
}

View File

@@ -5,7 +5,7 @@
#include <complex>
#include "omath/angles.h"
#include "omath/Angles.h"
namespace omath::projection
@@ -30,7 +30,7 @@ namespace omath::projection
return Matrix::TranslationMatrix(-m_origin) * Matrix::OrientationMatrix(forward, right, up);
}
std::expected<Vector3, std::string_view> Camera::WorldToScreen(const Vector3 &worldPosition) const
std::expected<Vector3, Error> Camera::WorldToScreen(const Vector3 &worldPosition) const
{
const auto posVecAsMatrix = Matrix({{worldPosition.x, worldPosition.y, worldPosition.z, 1.f}});
@@ -41,13 +41,13 @@ namespace omath::projection
auto projected = posVecAsMatrix * (GetViewMatrix() * projectionMatrix);
if (projected.At(0, 3) <= 0.f)
return std::unexpected("Projection point is out of camera field of view");
return std::unexpected(Error::WORLD_POSITION_IS_BEHIND_CAMERA);
projected /= projected.At(0, 3);
if (projected.At(0, 0) < -1.f || projected.At(0, 0) > 1.f ||
projected.At(0, 1) < -1.f || projected.At(0, 1) > 1.f)
return std::unexpected("Projection point is out screen bounds");
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
projected *= Matrix::ToScreenMatrix(m_viewPort.m_width, m_viewPort.m_height);

View File

@@ -5,7 +5,7 @@
#include <omath/Color.h>
using namespace omath::color;
using namespace omath;
class UnitTestColor : public ::testing::Test
{
@@ -23,7 +23,7 @@ protected:
// Test constructors
TEST_F(UnitTestColor, Constructor_Float)
{
Color color(0.5f, 0.5f, 0.5f, 1.0f);
constexpr Color color(0.5f, 0.5f, 0.5f, 1.0f);
EXPECT_FLOAT_EQ(color.x, 0.5f);
EXPECT_FLOAT_EQ(color.y, 0.5f);
EXPECT_FLOAT_EQ(color.z, 0.5f);
@@ -32,7 +32,7 @@ TEST_F(UnitTestColor, Constructor_Float)
TEST_F(UnitTestColor, Constructor_Vector4)
{
omath::Vector4 vec(0.2f, 0.4f, 0.6f, 0.8f);
constexpr omath::Vector4 vec(0.2f, 0.4f, 0.6f, 0.8f);
Color color(vec);
EXPECT_FLOAT_EQ(color.x, 0.2f);
EXPECT_FLOAT_EQ(color.y, 0.4f);
@@ -43,7 +43,7 @@ TEST_F(UnitTestColor, Constructor_Vector4)
// Test static methods for color creation
TEST_F(UnitTestColor, FromRGBA)
{
Color color = Color::FromRGBA(128, 64, 32, 255);
constexpr Color color = Color::FromRGBA(128, 64, 32, 255);
EXPECT_FLOAT_EQ(color.x, 128.0f / 255.0f);
EXPECT_FLOAT_EQ(color.y, 64.0f / 255.0f);
EXPECT_FLOAT_EQ(color.z, 32.0f / 255.0f);
@@ -52,7 +52,7 @@ TEST_F(UnitTestColor, FromRGBA)
TEST_F(UnitTestColor, FromHSV)
{
Color color = Color::FromHSV(0.0f, 1.0f, 1.0f); // Red in HSV
constexpr Color color = Color::FromHSV(0.0f, 1.0f, 1.0f); // Red in HSV
EXPECT_FLOAT_EQ(color.x, 1.0f);
EXPECT_FLOAT_EQ(color.y, 0.0f);
EXPECT_FLOAT_EQ(color.z, 0.0f);
@@ -81,9 +81,9 @@ TEST_F(UnitTestColor, Blend)
// Test predefined colors
TEST_F(UnitTestColor, PredefinedColors)
{
Color red = Color::Red();
Color green = Color::Green();
Color blue = Color::Blue();
constexpr Color red = Color::Red();
constexpr Color green = Color::Green();
constexpr Color blue = Color::Blue();
EXPECT_FLOAT_EQ(red.x, 1.0f);
EXPECT_FLOAT_EQ(red.y, 0.0f);
@@ -104,9 +104,9 @@ TEST_F(UnitTestColor, PredefinedColors)
// Test non-member function: Blend for Vector3
TEST_F(UnitTestColor, BlendVector3)
{
omath::Vector3 v1(1.0f, 0.0f, 0.0f); // Red
omath::Vector3 v2(0.0f, 1.0f, 0.0f); // Green
omath::Vector3 blended = Blend(v1, v2, 0.5f);
constexpr Color v1(1.0f, 0.0f, 0.0f, 1.f); // Red
constexpr Color v2(0.0f, 1.0f, 0.0f, 1.f); // Green
constexpr Color blended = Blend(v1, v2, 0.5f);
EXPECT_FLOAT_EQ(blended.x, 0.5f);
EXPECT_FLOAT_EQ(blended.y, 0.5f);
EXPECT_FLOAT_EQ(blended.z, 0.0f);

View File

@@ -14,7 +14,8 @@ protected:
Matrix m1;
Matrix m2;
void SetUp() override {
void SetUp() override
{
m1 = Matrix(2, 2);
m2 = Matrix{{1.0f, 2.0f}, {3.0f, 4.0f}};
}

View File

@@ -15,7 +15,7 @@ protected:
Vector2 v1;
Vector2 v2;
void SetUp() override
constexpr void SetUp() override
{
v1 = Vector2(1.0f, 2.0f);
v2 = Vector2(4.0f, 5.0f);
@@ -25,14 +25,14 @@ protected:
// Test constructor and default values
TEST_F(UnitTestVector2, Constructor_Default)
{
Vector2 v;
constexpr Vector2 v;
EXPECT_FLOAT_EQ(v.x, 0.0f);
EXPECT_FLOAT_EQ(v.y, 0.0f);
}
TEST_F(UnitTestVector2, Constructor_Values)
{
Vector2 v(1.0f, 2.0f);
constexpr Vector2 v(1.0f, 2.0f);
EXPECT_FLOAT_EQ(v.x, 1.0f);
EXPECT_FLOAT_EQ(v.y, 2.0f);
}
@@ -40,14 +40,14 @@ TEST_F(UnitTestVector2, Constructor_Values)
// Test equality operators
TEST_F(UnitTestVector2, EqualityOperator)
{
Vector2 v3(1.0f, 2.0f);
constexpr Vector2 v3(1.0f, 2.0f);
EXPECT_TRUE(v1 == v3);
EXPECT_FALSE(v1 == v2);
}
TEST_F(UnitTestVector2, InequalityOperator)
{
Vector2 v3(1.0f, 2.0f);
constexpr Vector2 v3(1.0f, 2.0f);
EXPECT_FALSE(v1 != v3);
EXPECT_TRUE(v1 != v2);
}
@@ -55,28 +55,28 @@ TEST_F(UnitTestVector2, InequalityOperator)
// Test arithmetic operators
TEST_F(UnitTestVector2, AdditionOperator)
{
Vector2 v3 = v1 + v2;
constexpr Vector2 v3 = Vector2(1.0f, 2.0f) + Vector2(4.0f, 5.0f);
EXPECT_FLOAT_EQ(v3.x, 5.0f);
EXPECT_FLOAT_EQ(v3.y, 7.0f);
}
TEST_F(UnitTestVector2, SubtractionOperator)
{
Vector2 v3 = v2 - v1;
constexpr Vector2 v3 = Vector2(4.0f, 5.0f) - Vector2(1.0f, 2.0f);
EXPECT_FLOAT_EQ(v3.x, 3.0f);
EXPECT_FLOAT_EQ(v3.y, 3.0f);
}
TEST_F(UnitTestVector2, MultiplicationOperator)
{
Vector2 v3 = v1 * 2.0f;
constexpr Vector2 v3 = Vector2(1.0f, 2.0f) * 2.0f;
EXPECT_FLOAT_EQ(v3.x, 2.0f);
EXPECT_FLOAT_EQ(v3.y, 4.0f);
}
TEST_F(UnitTestVector2, DivisionOperator)
{
Vector2 v3 = v2 / 2.0f;
constexpr Vector2 v3 = Vector2(4.0f, 5.0f) / 2.0f;
EXPECT_FLOAT_EQ(v3.x, 2.0f);
EXPECT_FLOAT_EQ(v3.y, 2.5f);
}
@@ -112,59 +112,62 @@ TEST_F(UnitTestVector2, DivisionAssignmentOperator)
TEST_F(UnitTestVector2, NegationOperator)
{
Vector2 v3 = -v1;
constexpr Vector2 v3 = -Vector2(1.0f, 2.0f);
EXPECT_FLOAT_EQ(v3.x, -1.0f);
EXPECT_FLOAT_EQ(v3.y, -2.0f);
}
// Test other member functions
TEST_F(UnitTestVector2, DistTo)
{
float dist = v1.DistTo(v2);
EXPECT_FLOAT_EQ(dist, sqrt(18.0f));
const float dist = v1.DistTo(v2);
EXPECT_FLOAT_EQ(dist, std::sqrt(18.0f));
}
TEST_F(UnitTestVector2, DistToSqr)
{
float distSqr = v1.DistToSqr(v2);
constexpr float distSqr = Vector2(1.0f, 2.0f).DistToSqr(Vector2(4.0f, 5.0f));
EXPECT_FLOAT_EQ(distSqr, 18.0f);
}
TEST_F(UnitTestVector2, DotProduct)
{
float dot = v1.Dot(v2);
constexpr float dot = Vector2(1.0f, 2.0f).Dot(Vector2(4.0f, 5.0f));
EXPECT_FLOAT_EQ(dot, 14.0f);
}
TEST_F(UnitTestVector2, Length)
{
float length = v1.Length();
EXPECT_FLOAT_EQ(length, sqrt(5.0f));
const float length = v1.Length();
EXPECT_FLOAT_EQ(length, std::sqrt(5.0f));
}
TEST_F(UnitTestVector2, LengthSqr)
{
float lengthSqr = v1.LengthSqr();
constexpr float lengthSqr = Vector2(1.0f, 2.0f).LengthSqr();
EXPECT_FLOAT_EQ(lengthSqr, 5.0f);
}
TEST_F(UnitTestVector2, Abs)
{
Vector2 v3(-1.0f, -2.0f);
v3.Abs();
constexpr Vector2 v3 = Vector2(-1.0f, -2.0f).Abs();
EXPECT_FLOAT_EQ(v3.x, 1.0f);
EXPECT_FLOAT_EQ(v3.y, 2.0f);
}
TEST_F(UnitTestVector2, Sum)
{
float sum = v1.Sum();
constexpr float sum = Vector2(1.0f, 2.0f).Sum();
EXPECT_FLOAT_EQ(sum, 3.0f);
}
TEST_F(UnitTestVector2, Normalized)
{
Vector2 v3 = v1.Normalized();
const Vector2 v3 = v1.Normalized();
EXPECT_NEAR(v3.x, 0.44721f, 0.0001f);
EXPECT_NEAR(v3.y, 0.89443f, 0.0001f);
}
static_assert(Vector2(1.0f, 2.0f).LengthSqr() == 5.0f, "LengthSqr should be 5");
static_assert(Vector2(1.0f, 2.0f).Dot(Vector2(4.0f, 5.0f)) == 14.0f, "Dot product should be 14");
static_assert(Vector2(4.0f, 5.0f).DistToSqr(Vector2(1.0f, 2.0f)) == 18.0f, "DistToSqr should be 18");
static_assert(Vector2(-1.0f, -2.0f).Abs() == Vector2(1.0f, 2.0f), "Abs should convert negative values to positive");

View File

@@ -3,6 +3,7 @@
//
#include <gtest/gtest.h>
#include <omath/Vector3.h>
#include <cmath>
using namespace omath;
@@ -12,7 +13,7 @@ protected:
Vector3 v1;
Vector3 v2;
void SetUp() override
constexpr void SetUp() override
{
v1 = Vector3(1.0f, 2.0f, 3.0f);
v2 = Vector3(4.0f, 5.0f, 6.0f);
@@ -22,7 +23,7 @@ protected:
// Test constructor and default values
TEST_F(UnitTestVector3, Constructor_Default)
{
Vector3 v;
constexpr Vector3 v;
EXPECT_FLOAT_EQ(v.x, 0.0f);
EXPECT_FLOAT_EQ(v.y, 0.0f);
EXPECT_FLOAT_EQ(v.z, 0.0f);
@@ -30,7 +31,7 @@ TEST_F(UnitTestVector3, Constructor_Default)
TEST_F(UnitTestVector3, Constructor_Values)
{
Vector3 v(1.0f, 2.0f, 3.0f);
constexpr Vector3 v(1.0f, 2.0f, 3.0f);
EXPECT_FLOAT_EQ(v.x, 1.0f);
EXPECT_FLOAT_EQ(v.y, 2.0f);
EXPECT_FLOAT_EQ(v.z, 3.0f);
@@ -39,14 +40,14 @@ TEST_F(UnitTestVector3, Constructor_Values)
// Test equality operators
TEST_F(UnitTestVector3, EqualityOperator)
{
Vector3 v3(1.0f, 2.0f, 3.0f);
constexpr Vector3 v3(1.0f, 2.0f, 3.0f);
EXPECT_TRUE(v1 == v3);
EXPECT_FALSE(v1 == v2);
}
TEST_F(UnitTestVector3, InequalityOperator)
{
Vector3 v3(1.0f, 2.0f, 3.0f);
constexpr Vector3 v3(1.0f, 2.0f, 3.0f);
EXPECT_FALSE(v1 != v3);
EXPECT_TRUE(v1 != v2);
}
@@ -54,7 +55,7 @@ TEST_F(UnitTestVector3, InequalityOperator)
// Test arithmetic operators
TEST_F(UnitTestVector3, AdditionOperator)
{
Vector3 v3 = v1 + v2;
constexpr Vector3 v3 = Vector3(1.0f, 2.0f, 3.0f) + Vector3(4.0f, 5.0f, 6.0f);
EXPECT_FLOAT_EQ(v3.x, 5.0f);
EXPECT_FLOAT_EQ(v3.y, 7.0f);
EXPECT_FLOAT_EQ(v3.z, 9.0f);
@@ -62,7 +63,7 @@ TEST_F(UnitTestVector3, AdditionOperator)
TEST_F(UnitTestVector3, SubtractionOperator)
{
Vector3 v3 = v2 - v1;
constexpr Vector3 v3 = Vector3(4.0f, 5.0f, 6.0f) - Vector3(1.0f, 2.0f, 3.0f);
EXPECT_FLOAT_EQ(v3.x, 3.0f);
EXPECT_FLOAT_EQ(v3.y, 3.0f);
EXPECT_FLOAT_EQ(v3.z, 3.0f);
@@ -70,7 +71,7 @@ TEST_F(UnitTestVector3, SubtractionOperator)
TEST_F(UnitTestVector3, MultiplicationOperator)
{
Vector3 v3 = v1 * 2.0f;
constexpr Vector3 v3 = Vector3(1.0f, 2.0f, 3.0f) * 2.0f;
EXPECT_FLOAT_EQ(v3.x, 2.0f);
EXPECT_FLOAT_EQ(v3.y, 4.0f);
EXPECT_FLOAT_EQ(v3.z, 6.0f);
@@ -78,7 +79,7 @@ TEST_F(UnitTestVector3, MultiplicationOperator)
TEST_F(UnitTestVector3, MultiplicationWithVectorOperator)
{
Vector3 v3 = v1 * v2;
constexpr Vector3 v3 = Vector3(1.0f, 2.0f, 3.0f) * Vector3(4.0f, 5.0f, 6.0f);
EXPECT_FLOAT_EQ(v3.x, 4.0f);
EXPECT_FLOAT_EQ(v3.y, 10.0f);
EXPECT_FLOAT_EQ(v3.z, 18.0f);
@@ -86,7 +87,7 @@ TEST_F(UnitTestVector3, MultiplicationWithVectorOperator)
TEST_F(UnitTestVector3, DivisionOperator)
{
Vector3 v3 = v2 / 2.0f;
constexpr Vector3 v3 = Vector3(4.0f, 5.0f, 6.0f) / 2.0f;
EXPECT_FLOAT_EQ(v3.x, 2.0f);
EXPECT_FLOAT_EQ(v3.y, 2.5f);
EXPECT_FLOAT_EQ(v3.z, 3.0f);
@@ -94,7 +95,7 @@ TEST_F(UnitTestVector3, DivisionOperator)
TEST_F(UnitTestVector3, DivisionWithVectorOperator)
{
Vector3 v3 = v2 / v1;
constexpr Vector3 v3 = Vector3(4.0f, 5.0f, 6.0f) / Vector3(1.0f, 2.0f, 3.0f);
EXPECT_FLOAT_EQ(v3.x, 4.0f);
EXPECT_FLOAT_EQ(v3.y, 2.5f);
EXPECT_FLOAT_EQ(v3.z, 2.0f);
@@ -151,61 +152,34 @@ TEST_F(UnitTestVector3, DivisionWithVectorAssignmentOperator)
TEST_F(UnitTestVector3, NegationOperator)
{
Vector3 v3 = -v1;
constexpr Vector3 v3 = -Vector3(1.0f, 2.0f, 3.0f);
EXPECT_FLOAT_EQ(v3.x, -1.0f);
EXPECT_FLOAT_EQ(v3.y, -2.0f);
EXPECT_FLOAT_EQ(v3.z, -3.0f);
}
// Test other member functions
TEST_F(UnitTestVector3, DistTo)
{
float dist = v1.DistTo(v2);
EXPECT_FLOAT_EQ(dist, sqrt(27.0f));
}
TEST_F(UnitTestVector3, DistToSqr)
{
float distSqr = v1.DistToSqr(v2);
constexpr float distSqr = Vector3(1.0f, 2.0f, 3.0f).DistToSqr(Vector3(4.0f, 5.0f, 6.0f));
EXPECT_FLOAT_EQ(distSqr, 27.0f);
}
TEST_F(UnitTestVector3, DotProduct)
{
float dot = v1.Dot(v2);
constexpr float dot = Vector3(1.0f, 2.0f, 3.0f).Dot(Vector3(4.0f, 5.0f, 6.0f));
EXPECT_FLOAT_EQ(dot, 32.0f);
}
TEST_F(UnitTestVector3, CrossProduct)
{
Vector3 v3 = v1.Cross(v2);
EXPECT_FLOAT_EQ(v3.x, -3.0f);
EXPECT_FLOAT_EQ(v3.y, 6.0f);
EXPECT_FLOAT_EQ(v3.z, -3.0f);
}
TEST_F(UnitTestVector3, Length)
{
float length = v1.Length();
EXPECT_FLOAT_EQ(length, sqrt(14.0f));
}
TEST_F(UnitTestVector3, LengthSqr)
{
float lengthSqr = v1.LengthSqr();
constexpr float lengthSqr = Vector3(1.0f, 2.0f, 3.0f).LengthSqr();
EXPECT_FLOAT_EQ(lengthSqr, 14.0f);
}
TEST_F(UnitTestVector3, Length2D)
{
float length2D = v1.Length2D();
EXPECT_FLOAT_EQ(length2D, sqrt(5.0f));
}
TEST_F(UnitTestVector3, Abs)
{
Vector3 v3(-1.0f, -2.0f, -3.0f);
v3.Abs();
constexpr Vector3 v3 = Vector3(-1.0f, -2.0f, -3.0f).Abs();
EXPECT_FLOAT_EQ(v3.x, 1.0f);
EXPECT_FLOAT_EQ(v3.y, 2.0f);
EXPECT_FLOAT_EQ(v3.z, 3.0f);
@@ -213,51 +187,26 @@ TEST_F(UnitTestVector3, Abs)
TEST_F(UnitTestVector3, Sum)
{
float sum = v1.Sum();
constexpr float sum = Vector3(1.0f, 2.0f, 3.0f).Sum();
EXPECT_FLOAT_EQ(sum, 6.0f);
}
TEST_F(UnitTestVector3, Sum2D)
{
float sum2D = v1.Sum2D();
constexpr float sum2D = Vector3(1.0f, 2.0f, 3.0f).Sum2D();
EXPECT_FLOAT_EQ(sum2D, 3.0f);
}
TEST_F(UnitTestVector3, ViewAngleTo)
TEST_F(UnitTestVector3, CrossProduct)
{
Vector3 angle = v1.ViewAngleTo(v1 + Vector3(0.f, 0.f, 5.f));
EXPECT_NEAR(angle.x, 90.f, 0.01f); // Approximate values, you can fine-tune the expected values
EXPECT_NEAR(angle.y, 0.f, 0.01f);
constexpr Vector3 v3 = Vector3(1.0f, 2.0f, 3.0f).Cross(Vector3(4.0f, 5.0f, 6.0f));
EXPECT_FLOAT_EQ(v3.x, -3.0f);
EXPECT_FLOAT_EQ(v3.y, 6.0f);
EXPECT_FLOAT_EQ(v3.z, -3.0f);
}
TEST_F(UnitTestVector3, ForwardVector)
{
Vector3 forward = Vector3::ForwardVector(0.0f, 0.0f);
EXPECT_FLOAT_EQ(forward.x, 1.0f);
EXPECT_FLOAT_EQ(forward.y, 0.0f);
EXPECT_FLOAT_EQ(forward.z, 0.0f);
}
TEST_F(UnitTestVector3, RightVector)
{
Vector3 right = Vector3::RightVector(0.0f, 0.0f, 0.0f);
EXPECT_FLOAT_EQ(right.x, 0.0f);
EXPECT_FLOAT_EQ(right.y, -1.0f);
EXPECT_FLOAT_EQ(right.z, 0.0f);
}
TEST_F(UnitTestVector3, UpVector)
{
Vector3 up = Vector3::UpVector(0.f, 0.0f, 0.0f);
EXPECT_FLOAT_EQ(up.x, 0.0f);
EXPECT_FLOAT_EQ(up.y, 0.0f);
EXPECT_FLOAT_EQ(up.z, 1.0f);
}
TEST_F(UnitTestVector3, Normalized)
{
Vector3 v3 = v1.Normalized();
EXPECT_NEAR(v3.x, 0.26726f, 0.0001f);
EXPECT_NEAR(v3.y, 0.53452f, 0.0001f);
EXPECT_NEAR(v3.z, 0.80178f, 0.0001f);
}
// Test constexpr with static_assert
static_assert(Vector3(1.0f, 2.0f, 3.0f).LengthSqr() == 14.0f, "LengthSqr should be 14");
static_assert(Vector3(1.0f, 2.0f, 3.0f).Dot(Vector3(4.0f, 5.0f, 6.0f)) == 32.0f, "Dot product should be 32");
static_assert(Vector3(4.0f, 5.0f, 6.0f).DistToSqr(Vector3(1.0f, 2.0f, 3.0f)) == 27.0f, "DistToSqr should be 27");
static_assert(Vector3(-1.0f, -2.0f, -3.0f).Abs() == Vector3(1.0f, 2.0f, 3.0f), "Abs should convert negative values to positive");