Files
HandmadeMath/test/categories/Subtraction.h
Logan Forman c24e4ff873 HMM2.0 (#149)
These changes were all made by @dev-dwarf. Many thanks for his work on this!

* Renaming

* First Pass on 2.0UpdateTool

* Another pass on UpdateTool, changed name

* Another pass on UpdateTool, changed name

* Do Renaming

* Working on Angles Consistency

* Passing Coverage

* Remove unused arc-tangent functions

* Change macro defaults

By default if user is overriding trig functions assume their input and internal units are the same.

* wrap in AngleDeg instead of AngleRad

* Remove HMM_PREFIX configuration

* Fix for Slerp

https://discord.com/channels/239737791225790464/489148972305350656/1055167647274246265

Justified by most implementations of Slerp. EX: http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/

* Handedness Changes

* More renaming. C11 _Generics

Generics enable by default when available (see lines 97-104). User can also force them by defining HANDMADE_MATH_C11_GENERICS

Also fixed some missed things w.r.t renaming. My old tool didn't catch cases like HMM_MultiplyVec3f needing to be HMM_MulV3F instead of HMM_MulV3f.

* Reuse more SSE codepaths for Quaternions

Also improved quaternion tests. More work could be done here, see discussion here about optimizing slerp: https://discord.com/channels/239737791225790464/489148972305350656/1055167647274246265

* Just saving these alternate versions of SLerp

* Reduce V4/M4 Linear Comb. codepaths

* Simple implementation of 2x2 and 3x3 basic matrix operations.

Also renamed Transpose to TransposeM4, so that we can have TransposeM2,M3

* Norm is dead! Long live Norm!

As can be seen from the tests, precision has declined quite a bit from using the FastNorm implementations for various things. We can only guarantee about 0.001f precision for anything where a norm happens now. If this is undesired we can change back easily.

* Started work on Matrix Inverses

TODO: Tests for simple 4x4 Inverses

* Matrix Inverses + Tests

* Generics for Matrices and Rename MXd/f functions

* Fixes + Better Output for UpdateTool

* I think I count as a contributor : )

* Ported UpdateTool, Inlined my library code.

* Moved tool to different repo

https://github.com/dev-dwarf/HMM2.0UpdateTool

* Remove small test change

* Found some more references to atan functions

* Standardize angle function names, use short names

* Remove other slerp comments

* woops that wasnt meant to be commited.

* Finish changing ToRadians to ToRad

* Fix [] overloads

per https://discord.com/channels/239737791225790464/600063880533770251/1051600188302692402

* Tests for 2x2, 3x3 Matrices and Other Matrix Ops

* Add an option to use Z: [0, 1] range for projection matrices.

This will make HMM more convenient to use with other graphics APIs such as Direct3d and Metal.

* Update test imports

* #if should've been #ifdef!

* Implement requested changes
2023-01-22 17:34:50 -06:00

345 lines
9.0 KiB
C

#include "../HandmadeTest.h"
TEST(Subtraction, Vec2)
{
HMM_Vec2 v2_1 = HMM_V2(1.0f, 2.0f);
HMM_Vec2 v2_2 = HMM_V2(3.0f, 4.0f);
{
HMM_Vec2 result = HMM_SubV2(v2_1, v2_2);
EXPECT_FLOAT_EQ(result.X, -2.0f);
EXPECT_FLOAT_EQ(result.Y, -2.0f);
}
#ifdef __cplusplus
{
HMM_Vec2 result = HMM_Sub(v2_1, v2_2);
EXPECT_FLOAT_EQ(result.X, -2.0f);
EXPECT_FLOAT_EQ(result.Y, -2.0f);
}
{
HMM_Vec2 result = v2_1 - v2_2;
EXPECT_FLOAT_EQ(result.X, -2.0f);
EXPECT_FLOAT_EQ(result.Y, -2.0f);
}
v2_1 -= v2_2;
EXPECT_FLOAT_EQ(v2_1.X, -2.0f);
EXPECT_FLOAT_EQ(v2_1.Y, -2.0f);
#endif
}
TEST(Subtraction, Vec3)
{
HMM_Vec3 v3_1 = HMM_V3(1.0f, 2.0f, 3.0f);
HMM_Vec3 v3_2 = HMM_V3(4.0f, 5.0f, 6.0f);
{
HMM_Vec3 result = HMM_SubV3(v3_1, v3_2);
EXPECT_FLOAT_EQ(result.X, -3.0f);
EXPECT_FLOAT_EQ(result.Y, -3.0f);
EXPECT_FLOAT_EQ(result.Z, -3.0f);
}
#ifdef __cplusplus
{
HMM_Vec3 result = HMM_Sub(v3_1, v3_2);
EXPECT_FLOAT_EQ(result.X, -3.0f);
EXPECT_FLOAT_EQ(result.Y, -3.0f);
EXPECT_FLOAT_EQ(result.Z, -3.0f);
}
{
HMM_Vec3 result = v3_1 - v3_2;
EXPECT_FLOAT_EQ(result.X, -3.0f);
EXPECT_FLOAT_EQ(result.Y, -3.0f);
EXPECT_FLOAT_EQ(result.Z, -3.0f);
}
v3_1 -= v3_2;
EXPECT_FLOAT_EQ(v3_1.X, -3.0f);
EXPECT_FLOAT_EQ(v3_1.Y, -3.0f);
EXPECT_FLOAT_EQ(v3_1.Z, -3.0f);
#endif
}
TEST(Subtraction, Vec4)
{
HMM_Vec4 v4_1 = HMM_V4(1.0f, 2.0f, 3.0f, 4.0f);
HMM_Vec4 v4_2 = HMM_V4(5.0f, 6.0f, 7.0f, 8.0f);
{
HMM_Vec4 result = HMM_SubV4(v4_1, v4_2);
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
#ifdef __cplusplus
{
HMM_Vec4 result = HMM_Sub(v4_1, v4_2);
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
{
HMM_Vec4 result = v4_1 - v4_2;
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
v4_1 -= v4_2;
EXPECT_FLOAT_EQ(v4_1.X, -4.0f);
EXPECT_FLOAT_EQ(v4_1.Y, -4.0f);
EXPECT_FLOAT_EQ(v4_1.Z, -4.0f);
EXPECT_FLOAT_EQ(v4_1.W, -4.0f);
#endif
}
TEST(Subtraction, Mat2)
{
HMM_Mat2 a = HMM_M2();
HMM_Mat2 b = HMM_M2();
int Counter = 1;
for (int Column = 0; Column < 2; ++Column)
{
for (int Row = 0; Row < 2; ++Row)
{
a.Elements[Column][Row] = Counter++;
}
}
for (int Column = 0; Column < 2; ++Column)
{
for (int Row = 0; Row < 2; ++Row)
{
b.Elements[Column][Row] = Counter++;
}
}
{
HMM_Mat2 result = HMM_SubM2(b,a);
EXPECT_FLOAT_EQ(result.Elements[0][0], 4.0);
EXPECT_FLOAT_EQ(result.Elements[0][1], 4.0);
EXPECT_FLOAT_EQ(result.Elements[1][0], 4.0);
EXPECT_FLOAT_EQ(result.Elements[1][1], 4.0);
}
#ifdef __cplusplus
{
HMM_Mat2 result = HMM_Sub(b,a);
EXPECT_FLOAT_EQ(result.Elements[0][0], 4.0);
EXPECT_FLOAT_EQ(result.Elements[0][1], 4.0);
EXPECT_FLOAT_EQ(result.Elements[1][0], 4.0);
EXPECT_FLOAT_EQ(result.Elements[1][1], 4.0);
}
{
HMM_Mat2 result = b - a;
EXPECT_FLOAT_EQ(result.Elements[0][0], 4.0);
EXPECT_FLOAT_EQ(result.Elements[0][1], 4.0);
EXPECT_FLOAT_EQ(result.Elements[1][0], 4.0);
EXPECT_FLOAT_EQ(result.Elements[1][1], 4.0);
}
b -= a;
EXPECT_FLOAT_EQ(b.Elements[0][0], 4.0);
EXPECT_FLOAT_EQ(b.Elements[0][1], 4.0);
EXPECT_FLOAT_EQ(b.Elements[1][0], 4.0);
EXPECT_FLOAT_EQ(b.Elements[1][1], 4.0);
#endif
}
TEST(Subtraction, Mat3)
{
HMM_Mat3 a = HMM_M3();
HMM_Mat3 b = HMM_M3();
int Counter = 1;
for (int Column = 0; Column < 3; ++Column)
{
for (int Row = 0; Row < 3; ++Row)
{
a.Elements[Column][Row] = Counter++;
}
}
for (int Column = 0; Column < 3; ++Column)
{
for (int Row = 0; Row < 3; ++Row)
{
b.Elements[Column][Row] = Counter++;
}
}
{
HMM_Mat3 result = HMM_SubM3(b,a);
EXPECT_FLOAT_EQ(result.Elements[0][0], 9.0);
EXPECT_FLOAT_EQ(result.Elements[0][1], 9.0);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0);
EXPECT_FLOAT_EQ(result.Elements[1][0], 9.0);
EXPECT_FLOAT_EQ(result.Elements[1][1], 9.0);
EXPECT_FLOAT_EQ(result.Elements[1][2], 9.0);
EXPECT_FLOAT_EQ(result.Elements[2][0], 9.0);
EXPECT_FLOAT_EQ(result.Elements[2][1], 9.0);
EXPECT_FLOAT_EQ(result.Elements[2][2], 9.0);
}
#ifdef __cplusplus
{
HMM_Mat3 result = HMM_Sub(b,a);
EXPECT_FLOAT_EQ(result.Elements[0][0], 9.0);
EXPECT_FLOAT_EQ(result.Elements[0][1], 9.0);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0);
EXPECT_FLOAT_EQ(result.Elements[1][0], 9.0);
EXPECT_FLOAT_EQ(result.Elements[1][1], 9.0);
EXPECT_FLOAT_EQ(result.Elements[1][2], 9.0);
EXPECT_FLOAT_EQ(result.Elements[2][0], 9.0);
EXPECT_FLOAT_EQ(result.Elements[2][1], 9.0);
EXPECT_FLOAT_EQ(result.Elements[2][2], 9.0);
}
b -= a;
EXPECT_FLOAT_EQ(b.Elements[0][0], 9.0);
EXPECT_FLOAT_EQ(b.Elements[0][1], 9.0);
EXPECT_FLOAT_EQ(b.Elements[0][2], 9.0);
EXPECT_FLOAT_EQ(b.Elements[1][0], 9.0);
EXPECT_FLOAT_EQ(b.Elements[1][1], 9.0);
EXPECT_FLOAT_EQ(b.Elements[1][2], 9.0);
EXPECT_FLOAT_EQ(b.Elements[2][0], 9.0);
EXPECT_FLOAT_EQ(b.Elements[2][1], 9.0);
EXPECT_FLOAT_EQ(b.Elements[2][2], 9.0);
#endif
}
TEST(Subtraction, Mat4)
{
HMM_Mat4 m4_1 = HMM_M4(); // will have 1 - 16
HMM_Mat4 m4_2 = HMM_M4(); // will have 17 - 32
// Fill the matrices
int Counter = 1;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4_1.Elements[Column][Row] = Counter;
++Counter;
}
}
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4_2.Elements[Column][Row] = Counter;
++Counter;
}
}
// Test the results
{
HMM_Mat4 result = HMM_SubM4(m4_1, m4_2);
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
EXPECT_FLOAT_EQ(result.Elements[Column][Row], -16.0f);
}
}
}
#ifdef __cplusplus
{
HMM_Mat4 result = HMM_Sub(m4_1, m4_2);
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
EXPECT_FLOAT_EQ(result.Elements[Column][Row], -16.0f);
}
}
}
{
HMM_Mat4 result = m4_1 - m4_2;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
EXPECT_FLOAT_EQ(result.Elements[Column][Row], -16.0f);
}
}
}
m4_1 -= m4_2;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
EXPECT_FLOAT_EQ(m4_1.Elements[Column][Row], -16.0f);
}
}
#endif
}
TEST(Subtraction, Quaternion)
{
HMM_Quat q1 = HMM_Q(1.0f, 2.0f, 3.0f, 4.0f);
HMM_Quat q2 = HMM_Q(5.0f, 6.0f, 7.0f, 8.0f);
{
HMM_Quat result = HMM_SubQ(q1, q2);
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
#ifdef __cplusplus
{
HMM_Quat result = HMM_Sub(q1, q2);
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
{
HMM_Quat result = q1 - q2;
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
q1 -= q2;
EXPECT_FLOAT_EQ(q1.X, -4.0f);
EXPECT_FLOAT_EQ(q1.Y, -4.0f);
EXPECT_FLOAT_EQ(q1.Z, -4.0f);
EXPECT_FLOAT_EQ(q1.W, -4.0f);
#endif
}
#ifdef __cplusplus
TEST(UnaryMinus, Vec2)
{
HMM_Vec2 VectorOne = {1.0f, 2.0f};
HMM_Vec2 Result = -VectorOne;
EXPECT_FLOAT_EQ(Result.X, -1.0f);
EXPECT_FLOAT_EQ(Result.Y, -2.0f);
}
TEST(UnaryMinus, Vec3)
{
HMM_Vec3 VectorOne = {1.0f, 2.0f, 3.0f};
HMM_Vec3 Result = -VectorOne;
EXPECT_FLOAT_EQ(Result.X, -1.0f);
EXPECT_FLOAT_EQ(Result.Y, -2.0f);
EXPECT_FLOAT_EQ(Result.Z, -3.0f);
}
TEST(UnaryMinus, Vec4)
{
HMM_Vec4 VectorOne = {1.0f, 2.0f, 3.0f, 4.0f};
HMM_Vec4 Result = -VectorOne;
EXPECT_FLOAT_EQ(Result.X, -1.0f);
EXPECT_FLOAT_EQ(Result.Y, -2.0f);
EXPECT_FLOAT_EQ(Result.Z, -3.0f);
EXPECT_FLOAT_EQ(Result.W, -4.0f);
}
#endif