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Add more tests that actually break stuff for some reason
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@@ -2354,29 +2354,29 @@ hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 m)
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float trace = m.Elements[0][0] + m.Elements[1][1] + m.Elements[2][2];
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if (trace > 0) {
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float s = 0.5f / HMM_SquareRootF(trace + 1.0f);
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q.X = (m.Elements[2][1] - m.Elements[1][2] ) * s;
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q.Y = (m.Elements[0][2] - m.Elements[2][0] ) * s;
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q.Z = (m.Elements[1][0] - m.Elements[0][1] ) * s;
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q.X = (m.Elements[1][2] - m.Elements[2][1] ) * s;
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q.Y = (m.Elements[2][0] - m.Elements[0][2] ) * s;
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q.Z = (m.Elements[0][1] - m.Elements[1][0] ) * s;
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q.W = 0.25f / s;
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} else {
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if (m.Elements[0][0] > m.Elements[1][1] && m.Elements[0][0] > m.Elements[2][2]) {
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float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[0][0] - m.Elements[1][1] - m.Elements[2][2]);
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q.X = 0.25f * s;
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q.Y = (m.Elements[0][1] + m.Elements[1][0] ) / s;
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q.Z = (m.Elements[0][2] + m.Elements[2][0] ) / s;
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q.W = (m.Elements[2][1] - m.Elements[1][2] ) / s;
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q.Y = (m.Elements[1][0] + m.Elements[0][1]) / s;
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q.Z = (m.Elements[2][0] + m.Elements[0][2]) / s;
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q.W = (m.Elements[1][2] - m.Elements[2][1]) / s;
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} else if (m.Elements[1][1] > m.Elements[2][2]) {
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float s = 2.0f * HMM_SquareRootF( 1.0f + m.Elements[1][1] - m.Elements[0][0] - m.Elements[2][2]);
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q.X = (m.Elements[0][1] + m.Elements[1][0] ) / s;
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float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[1][1] - m.Elements[0][0] - m.Elements[2][2]);
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q.X = (m.Elements[1][0] + m.Elements[0][1]) / s;
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q.Y = 0.25f * s;
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q.Z = (m.Elements[1][2] + m.Elements[2][1] ) / s;
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q.W = (m.Elements[0][2] - m.Elements[2][0] ) / s;
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q.Z = (m.Elements[2][1] + m.Elements[1][2]) / s;
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q.W = (m.Elements[2][0] - m.Elements[0][2]) / s;
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} else {
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float s = 2.0f * HMM_SquareRootF( 1.0f + m.Elements[2][2] - m.Elements[0][0] - m.Elements[1][1] );
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q.X = (m.Elements[0][2] + m.Elements[2][0] ) / s;
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q.Y = (m.Elements[1][2] + m.Elements[2][1] ) / s;
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float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[2][2] - m.Elements[0][0] - m.Elements[1][1]);
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q.X = (m.Elements[2][0] + m.Elements[0][2]) / s;
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q.Y = (m.Elements[2][1] + m.Elements[1][2]) / s;
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q.Z = 0.25f * s;
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q.W = (m.Elements[1][0] - m.Elements[0][1] ) / s;
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q.W = (m.Elements[0][1] - m.Elements[1][0]) / s;
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}
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}
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@@ -1,5 +1,9 @@
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#include "../HandmadeTest.h"
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void printQuat(hmm_quaternion quat) {
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printf("\n%f %f %f %f", quat.X, quat.Y, quat.Z, quat.W);
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}
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TEST(MatrixOps, Transpose)
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{
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hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
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@@ -37,20 +41,114 @@ TEST(MatrixOps, Transpose)
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TEST(MatrixOps, ToQuaternion)
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{
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hmm_mat4 rotateY = {
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0.0f, 0.0f, -1.0f, 0.0f, // first column (X)
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0.0f, 1.0f, 0.0f, 0.0f, // second column (Y)
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1.0f, 0.0f, 0.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 1.0f
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};
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{ // Test 90 degree rotation about X axis
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hmm_mat4 rot = {
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1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
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0.0f, 0.0f, 1.0f, 0.0f, // second column (Y)
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0.0f, -1.0f, 0.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 0.0f
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};
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(90.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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}
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{ // Test 90 degree rotation about Y axis
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hmm_mat4 rot = {
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0.0f, 0.0f, -1.0f, 0.0f, // first column (X)
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0.0f, 1.0f, 0.0f, 0.0f, // second column (Y)
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1.0f, 0.0f, 0.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 0.0f
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};
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(90.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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}
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{ // Test 90 degree rotation about Z axis
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hmm_mat4 rot = {
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0.0f, 1.0f, 0.0f, 0.0f, // first column (X)
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-1.0f, 0.0f, 0.0f, 0.0f, // second column (Y)
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0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 0.0f
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};
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(90.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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}
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(90.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rotateY);
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{ // Test 180 degree rotation about X axis
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hmm_mat4 rot = {
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1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
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0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
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0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 0.0f
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};
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(180.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
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printf("%f %f %f %f\n", expected.X, expected.Y, expected.Z, expected.W);
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printQuat(expected);
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printQuat(actualResult);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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}
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{ // Test 180 degree rotation about Y axis
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hmm_mat4 rot = {
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-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
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0.0f, 1.0f, 1.0f, 0.0f, // second column (Y)
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0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 0.0f
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};
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(180.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
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printQuat(expected);
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printQuat(actualResult);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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}
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{ // Test 180 degree rotation about Z axis
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hmm_mat4 rot = {
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-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
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0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
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0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
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0.0f, 0.0f, 0.0f, 0.0f
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};
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hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(180.0f));
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hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
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printQuat(expected);
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printQuat(actualResult);
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EXPECT_FLOAT_EQ(actualResult.X, expected.X);
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EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
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EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
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EXPECT_FLOAT_EQ(actualResult.W, expected.W);
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}
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}
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