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Get an FPS cam kind of working! (no mouse input yet)
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@@ -80,29 +80,59 @@ TEST(QuaternionOps, ToMat4)
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{
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const float abs_error = 0.0001f;
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hmm_quaternion rot = HMM_Quaternion(0.707107f, 0.0f, 0.0f, 0.707107f);
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{
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// Identity quaternion
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hmm_quaternion rot = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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hmm_mat4 result = HMM_QuaternionToMat4(rot);
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hmm_mat4 result = HMM_QuaternionToMat4(rot);
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EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][2], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][1], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][1], -1.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][2], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
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}
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{
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// Straightforward 90 degree rotation
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hmm_quaternion rot = HMM_Quaternion(0.707107f, 0.0f, 0.0f, 0.707107f);
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hmm_mat4 result = HMM_QuaternionToMat4(rot);
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EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][2], 1.0f, abs_error);
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EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][1], -1.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
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EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
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}
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}
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TEST(QuaternionOps, FromAxisAngle)
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@@ -136,14 +136,28 @@ TEST(VectorOps, NormalizeZero)
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TEST(VectorOps, Cross)
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{
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hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
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hmm_vec3 v2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
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{
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// Normal cross
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hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
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hmm_vec3 v2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
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hmm_vec3 result = HMM_Cross(v1, v2);
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hmm_vec3 result = HMM_Cross(v1, v2);
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EXPECT_FLOAT_EQ(result.X, -3.0f);
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EXPECT_FLOAT_EQ(result.Y, 6.0f);
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EXPECT_FLOAT_EQ(result.Z, -3.0f);
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EXPECT_FLOAT_EQ(result.X, -3.0f);
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EXPECT_FLOAT_EQ(result.Y, 6.0f);
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EXPECT_FLOAT_EQ(result.Z, -3.0f);
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}
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{
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// Vector with itself
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hmm_vec3 v = HMM_Vec3(1.0f, 2.0f, 3.0f);
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hmm_vec3 result = HMM_Cross(v, v);
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EXPECT_FLOAT_EQ(result.X, 0.0f);
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EXPECT_FLOAT_EQ(result.Y, 0.0f);
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EXPECT_FLOAT_EQ(result.Z, 0.0f);
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}
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}
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TEST(VectorOps, DotVec2)
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