Files
HandmadeMath/test/categories/VectorOps.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

283 lines
7.3 KiB
C

#include "../HandmadeTest.h"
TEST(VectorOps, LengthSquared)
{
HMM_Vec2 v2 = HMM_V2(1.0f, -2.0f);
HMM_Vec3 v3 = HMM_V3(1.0f, -2.0f, 3.0f);
HMM_Vec4 v4 = HMM_V4(1.0f, -2.0f, 3.0f, 1.0f);
EXPECT_FLOAT_EQ(HMM_LenSqrV2(v2), 5.0f);
EXPECT_FLOAT_EQ(HMM_LenSqrV3(v3), 14.0f);
EXPECT_FLOAT_EQ(HMM_LenSqrV4(v4), 15.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(HMM_LenSqr(v2), 5.0f);
EXPECT_FLOAT_EQ(HMM_LenSqr(v3), 14.0f);
EXPECT_FLOAT_EQ(HMM_LenSqr(v4), 15.0f);
#endif
}
TEST(VectorOps, Length)
{
HMM_Vec2 v2 = HMM_V2(1.0f, -9.0f);
HMM_Vec3 v3 = HMM_V3(2.0f, -3.0f, 6.0f);
HMM_Vec4 v4 = HMM_V4(2.0f, -3.0f, 6.0f, 12.0f);
EXPECT_FLOAT_EQ(HMM_LenV2(v2), 9.0553856f);
EXPECT_FLOAT_EQ(HMM_LenV3(v3), 7.0f);
EXPECT_FLOAT_EQ(HMM_LenV4(v4), 13.892444f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(HMM_Len(v2), 9.0553856f);
EXPECT_FLOAT_EQ(HMM_Len(v3), 7.0f);
EXPECT_FLOAT_EQ(HMM_Len(v4), 13.892444f);
#endif
}
TEST(VectorOps, Normalize)
{
HMM_Vec2 v2 = HMM_V2(1.0f, -2.0f);
HMM_Vec3 v3 = HMM_V3(1.0f, -2.0f, 3.0f);
HMM_Vec4 v4 = HMM_V4(1.0f, -2.0f, 3.0f, -1.0f);
{
HMM_Vec2 result = HMM_NormV2(v2);
EXPECT_NEAR(HMM_LenV2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
HMM_Vec3 result = HMM_NormV3(v3);
EXPECT_NEAR(HMM_LenV3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
HMM_Vec4 result = HMM_NormV4(v4);
EXPECT_NEAR(HMM_LenV4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#ifdef __cplusplus
{
HMM_Vec2 result = HMM_Norm(v2);
EXPECT_NEAR(HMM_LenV2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
HMM_Vec3 result = HMM_Norm(v3);
EXPECT_NEAR(HMM_LenV3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
HMM_Vec4 result = HMM_Norm(v4);
EXPECT_NEAR(HMM_LenV4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, NormalizeZero)
{
HMM_Vec2 v2 = HMM_V2(0.0f, 0.0f);
HMM_Vec3 v3 = HMM_V3(0.0f, 0.0f, 0.0f);
HMM_Vec4 v4 = HMM_V4(0.0f, 0.0f, 0.0f, 0.0f);
{
HMM_Vec2 result = HMM_NormV2(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
HMM_Vec3 result = HMM_NormV3(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
HMM_Vec4 result = HMM_NormV4(v4);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.0f);
}
#ifdef __cplusplus
{
HMM_Vec2 result = HMM_Norm(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
HMM_Vec3 result = HMM_Norm(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
HMM_Vec4 result = HMM_Norm(v4);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, Cross)
{
HMM_Vec3 v1 = HMM_V3(1.0f, 2.0f, 3.0f);
HMM_Vec3 v2 = HMM_V3(4.0f, 5.0f, 6.0f);
HMM_Vec3 result = HMM_Cross(v1, v2);
EXPECT_FLOAT_EQ(result.X, -3.0f);
EXPECT_FLOAT_EQ(result.Y, 6.0f);
EXPECT_FLOAT_EQ(result.Z, -3.0f);
}
TEST(VectorOps, DotVec2)
{
HMM_Vec2 v1 = HMM_V2(1.0f, 2.0f);
HMM_Vec2 v2 = HMM_V2(3.0f, 4.0f);
EXPECT_FLOAT_EQ(HMM_DotV2(v1, v2), 11.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 11.0f);
#endif
}
TEST(VectorOps, DotVec3)
{
HMM_Vec3 v1 = HMM_V3(1.0f, 2.0f, 3.0f);
HMM_Vec3 v2 = HMM_V3(4.0f, 5.0f, 6.0f);
EXPECT_FLOAT_EQ(HMM_DotV3(v1, v2), 32.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 32.0f);
#endif
}
TEST(VectorOps, DotVec4)
{
HMM_Vec4 v1 = HMM_V4(1.0f, 2.0f, 3.0f, 4.0f);
HMM_Vec4 v2 = HMM_V4(5.0f, 6.0f, 7.0f, 8.0f);
EXPECT_FLOAT_EQ(HMM_DotV4(v1, v2), 70.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 70.0f);
#endif
}
TEST(VectorOps, LerpV2)
{
HMM_Vec2 v1 = HMM_V2(1.0f, 0.0f);
HMM_Vec2 v2 = HMM_V2(0.0f, 1.0f);
{
HMM_Vec2 result = HMM_LerpV2(v1, 0.5, v2);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 0.5f);
}
#ifdef __cplusplus
{
HMM_Vec2 result = HMM_Lerp(v1, 0.5, v2);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 0.5f);
}
#endif
}
TEST(VectorOps, LerpV3)
{
HMM_Vec3 v1 = HMM_V3(1.0f, 1.0f, 0.0f);
HMM_Vec3 v2 = HMM_V3(0.0f, 1.0f, 1.0f);
{
HMM_Vec3 result = HMM_LerpV3(v1, 0.5, v2);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 0.5f);
}
#ifdef __cplusplus
{
HMM_Vec3 result = HMM_Lerp(v1, 0.5, v2);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 0.5f);
}
#endif
}
TEST(VectorOps, LerpV4)
{
HMM_Vec4 v1 = HMM_V4(1.0f, 1.0f, 0.0f, 1.0f);
HMM_Vec4 v2 = HMM_V4(0.0f, 1.0f, 1.0f, 1.0f);
{
HMM_Vec4 result = HMM_LerpV4(v1, 0.5, v2);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 0.5f);
EXPECT_FLOAT_EQ(result.W, 1.0f);
}
#ifdef __cplusplus
{
HMM_Vec4 result = HMM_Lerp(v1, 0.5, v2);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 0.5f);
EXPECT_FLOAT_EQ(result.W, 1.0f);
}
#endif
}
/*
* MatrixOps tests
*/
TEST(MatrixOps, TransposeM4)
{
HMM_Mat4 m4 = HMM_M4(); // will have 1 - 16
// Fill the matrix
int Counter = 1;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4.Elements[Column][Row] = Counter;
++Counter;
}
}
// Test the matrix
HMM_Mat4 result = HMM_TransposeM4(m4);
EXPECT_FLOAT_EQ(result.Elements[0][0], 1.0f);
EXPECT_FLOAT_EQ(result.Elements[0][1], 5.0f);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
EXPECT_FLOAT_EQ(result.Elements[0][3], 13.0f);
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.0f);
EXPECT_FLOAT_EQ(result.Elements[1][1], 6.0f);
EXPECT_FLOAT_EQ(result.Elements[1][2], 10.0f);
EXPECT_FLOAT_EQ(result.Elements[1][3], 14.0f);
EXPECT_FLOAT_EQ(result.Elements[2][0], 3.0f);
EXPECT_FLOAT_EQ(result.Elements[2][1], 7.0f);
EXPECT_FLOAT_EQ(result.Elements[2][2], 11.0f);
EXPECT_FLOAT_EQ(result.Elements[2][3], 15.0f);
EXPECT_FLOAT_EQ(result.Elements[3][0], 4.0f);
EXPECT_FLOAT_EQ(result.Elements[3][1], 8.0f);
EXPECT_FLOAT_EQ(result.Elements[3][2], 12.0f);
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
}