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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-15 16:58:04 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-15 16:58:04 +0200
commitb8027ce9a7f050b95846a668a02f5801331e127f (patch)
treea41bdf9e5b5431c9a4469bd54ba102cc438fe3f9 /src/math
parentb735913debff93c1a6444ec731cd4bf99ae2a5c2 (diff)
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Tests and fixes in math geometry.h module
Diffstat (limited to 'src/math')
-rw-r--r--src/math/conv.h28
-rw-r--r--src/math/geometry.h36
-rw-r--r--src/math/old/math3d.cpp1
-rw-r--r--src/math/old/math3d.h2
-rw-r--r--src/math/test/CMakeLists.txt6
-rw-r--r--src/math/test/geometry_test.cpp320
6 files changed, 367 insertions, 26 deletions
diff --git a/src/math/conv.h b/src/math/conv.h
index 8cfdc6b..bb6700b 100644
--- a/src/math/conv.h
+++ b/src/math/conv.h
@@ -1,21 +1,39 @@
/* math/conv.h
- Temporary conversion functions for D3DVECTOR and FPOINT */
+ Temporary conversion functions for D3DVECTOR and D3DMATRIX */
#pragma once
-#define STRICT
-#define D3D_OVERLOADS
#include <d3d.h>
#include "vector.h"
+#include "matrix.h"
-inline D3DVECTOR V_TO_D3D(Math::Vector vec)
+inline D3DVECTOR VEC_TO_D3DVEC(Math::Vector vec)
{
return D3DVECTOR(vec.x, vec.y, vec.z);
}
-inline Math::Vector D3D_TO_V(D3DVECTOR vec)
+inline Math::Vector D3DVEC_TO_VEC(D3DVECTOR vec)
{
return Math::Vector(vec.x, vec.y, vec.z);
}
+
+inline D3DMATRIX MAT_TO_D3DMAT(Math::Matrix mat)
+{
+ D3DMATRIX result;
+ mat.Transpose();
+ for (int r = 0; r < 4; ++r)
+ {
+ for (int c = 0; c < 16; ++c)
+ result.m[r][c] = mat.m[4*c+r];
+ }
+ return result;
+}
+
+inline Math::Matrix D3DMAT_TO_MAT(D3DMATRIX mat)
+{
+ Math::Matrix result(mat.m);
+ result.Transpose();
+ return result;
+}
diff --git a/src/math/geometry.h b/src/math/geometry.h
index 72584b0..5654dad 100644
--- a/src/math/geometry.h
+++ b/src/math/geometry.h
@@ -140,7 +140,7 @@ inline void RotatePoint(float cx, float cy, float angle, float &px, float &py)
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
\a p the point
\returns the rotated point */
-inline Vector RotatePoint(const Vector &center, float angleH, float angleV, Vector p)
+inline void RotatePoint(const Vector &center, float angleH, float angleV, Vector &p)
{
p.x -= center.x;
p.y -= center.y;
@@ -151,7 +151,7 @@ inline Vector RotatePoint(const Vector &center, float angleH, float angleV, Vect
b.y = p.z*sinf(angleV) + p.y*cosf(angleV);
b.z = p.x*sinf(angleH) + p.z*cosf(angleH);
- return center + b;
+ p = center + b;
}
//! Rotates a point around a center in space.
@@ -159,7 +159,7 @@ inline Vector RotatePoint(const Vector &center, float angleH, float angleV, Vect
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
\a p the point
\returns the rotated point */
-inline Vector RotatePoint2(const Vector center, float angleH, float angleV, Vector p)
+inline void RotatePoint2(const Vector center, float angleH, float angleV, Vector &p)
{
p.x -= center.x;
p.y -= center.y;
@@ -175,7 +175,7 @@ inline Vector RotatePoint2(const Vector center, float angleH, float angleV, Vect
b.y = a.z*sinf(angleV) + a.y*cosf(angleV);
b.z = a.z*cosf(angleV) - a.y*sinf(angleV);
- return center + b;
+ p = center + b;
}
//! Returns the angle between point (x,y) and (0,0)
@@ -301,8 +301,8 @@ inline void LoadProjectionMatrix(Matrix &mat, float fov = 1.570795f, float aspec
/* (1,1) */ mat.m[0 ] = w;
/* (2,2) */ mat.m[5 ] = h;
/* (3,3) */ mat.m[10] = q;
- /* (3,4) */ mat.m[14] = 1.0f;
- /* (4,3) */ mat.m[11] = -q * nearPlane;
+ /* (4,3) */ mat.m[11] = 1.0f;
+ /* (3,4) */ mat.m[14] = -q * nearPlane;
}
//! Loads a translation matrix from given vector
@@ -317,7 +317,7 @@ inline void LoadTranslationMatrix(Matrix &mat, const Vector &trans)
//! Loads a scaling matrix fom given vector
/** \a scale vector with scaling factors for X, Y, Z */
-inline void LoadScaleMatix(Matrix &mat, const Vector &scale)
+inline void LoadScaleMatrix(Matrix &mat, const Vector &scale)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = scale.x;
@@ -385,27 +385,27 @@ inline void LoadRotationMatrix(Matrix &mat, const Vector &dir, float angle)
//! Calculates the matrix to make three rotations in the order X, Z and Y
inline void LoadRotationXZYMatrix(Matrix &mat, const Vector &angle)
{
- LoadRotationXMatrix(mat, angle.x);
-
Matrix temp;
- LoadRotationZMatrix(temp, angle.z);
- mat.Multiply(temp);
+ LoadRotationXMatrix(temp, angle.x);
+
+ LoadRotationZMatrix(mat, angle.z);
+ mat = Math::MultiplyMatrices(temp, mat);
LoadRotationYMatrix(temp, angle.y);
- mat.Multiply(temp);
+ mat = Math::MultiplyMatrices(temp, mat);
}
//! Calculates the matrix to make three rotations in the order Z, X and Y
inline void LoadRotationZXYMatrix(Matrix &mat, const Vector &angle)
{
- LoadRotationZMatrix(mat, angle.z);
-
Matrix temp;
- LoadRotationXMatrix(temp, angle.x);
- mat.Multiply(temp);
+ LoadRotationZMatrix(temp, angle.z);
+
+ LoadRotationXMatrix(mat, angle.x);
+ mat = Math::MultiplyMatrices(temp, mat);
LoadRotationYMatrix(temp, angle.y);
- mat.Multiply(temp);
+ mat = Math::MultiplyMatrices(temp, mat);
}
//! Returns the distance between projections on XZ plane of two vectors
@@ -536,7 +536,7 @@ inline Vector RotateView(Vector center, float angleH, float angleV, float dist)
LoadRotationZMatrix(mat1, -angleV);
LoadRotationYMatrix(mat2, -angleH);
- Matrix mat = MultiplyMatrices(mat1, mat2);
+ Matrix mat = MultiplyMatrices(mat2, mat1);
Vector eye;
eye.x = 0.0f+dist;
diff --git a/src/math/old/math3d.cpp b/src/math/old/math3d.cpp
index c9eb608..05154fe 100644
--- a/src/math/old/math3d.cpp
+++ b/src/math/old/math3d.cpp
@@ -23,7 +23,6 @@
#include <stdio.h>
#include <d3d.h>
-#include "common/struct.h"
#include "graphics/d3d/d3dengine.h"
#include "math/old/d3dmath.h"
#include "graphics/d3d/d3dutil.h"
diff --git a/src/math/old/math3d.h b/src/math/old/math3d.h
index 6c09f99..0a3ddc1 100644
--- a/src/math/old/math3d.h
+++ b/src/math/old/math3d.h
@@ -21,6 +21,8 @@
#include <math.h>
+#include "common/struct.h"
+
//>>> geometry.h SegmentPoint()
D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist);
diff --git a/src/math/test/CMakeLists.txt b/src/math/test/CMakeLists.txt
index 3d52dd9..e94f765 100644
--- a/src/math/test/CMakeLists.txt
+++ b/src/math/test/CMakeLists.txt
@@ -5,7 +5,7 @@ set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -O0")
add_executable(matrix_test matrix_test.cpp)
add_executable(vector_test vector_test.cpp)
-add_executable(geometry_test geometry_test.cpp)
+add_executable(geometry_test geometry_test.cpp ../old/math3d.cpp ../old/d3dmath.cpp ../../graphics/d3d/d3dutil.cpp)
enable_testing()
@@ -13,6 +13,10 @@ add_test(matrix_test ./matrix_test)
add_test(vector_test ./vector_test)
add_test(geometry_test ./geometry_test)
+include_directories(c:/dxsdk/include)
+
+add_definitions(-DSTRICT -DD3D_OVERLOADS)
+
# 'make check' will compile the required test programs
# Note that 'make test' will still fail without compiled programs
add_custom_target(check COMMAND ${CMAKE_CTEST_COMMAND} DEPENDS matrix_test vector_test)
diff --git a/src/math/test/geometry_test.cpp b/src/math/test/geometry_test.cpp
index 9082e3e..4aef414 100644
--- a/src/math/test/geometry_test.cpp
+++ b/src/math/test/geometry_test.cpp
@@ -20,13 +20,18 @@
#include "../func.h"
#include "../geometry.h"
+#include "../conv.h"
+#include "../old/math3d.h"
+#include "../../graphics/d3d/d3dutil.h"
+#include <d3d.h>
#include <cstdio>
using namespace std;
const float TEST_TOLERANCE = 1e-5;
+
// Test for rewritten function RotateAngle()
int TestRotateAngle()
{
@@ -60,12 +65,322 @@ int TestRotateAngle()
return 0;
}
+// Tests for other altered, complex or uncertain functions
+
+int TestAngle()
+{
+ const Math::Vector u(-0.0786076246943884, 0.2231249091714256, -1.1601361718477805);
+ const Math::Vector v(-1.231228742001907, -1.720549809950561, -0.690468438834111);
+
+ float mathResult = Math::Angle(u, v);
+ float oldMathResult = Angle(VEC_TO_D3DVEC(u), VEC_TO_D3DVEC(v));
+
+ if (! Math::IsEqual(mathResult, oldMathResult, TEST_TOLERANCE) )
+ return __LINE__;
+
+ return 0;
+}
+
+int TestRotateView()
+{
+ const Math::Vector center(0.617909142705555, 0.896939729454538, -0.615041943652284);
+ const float angleH = 44.5;
+ const float angleV = 12.3;
+ const float dist = 34.76;
+
+ Math::Vector mathResult = Math::RotateView(center, angleH, angleV, dist);
+ Math::Vector oldMathResult = D3DVEC_TO_VEC(RotateView(VEC_TO_D3DVEC(center), angleH, angleV, dist));
+
+ if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLookatPoint()
+{
+ const Math::Vector eye(-2.451183170579471, 0.241270270546559, -0.490677411454893);
+ const float angleH = 48.4;
+ const float angleV = 32.4;
+ const float length = 74.44;
+
+ Math::Vector mathResult = Math::LookatPoint(eye, angleH, angleV, length);
+ Math::Vector oldMathResult = D3DVEC_TO_VEC(LookatPoint(VEC_TO_D3DVEC(eye), angleH, angleV, length));
+
+ if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestProjection()
+{
+ const Math::Vector a(0.852064846846319, -0.794279497087496, -0.655779805476688);
+ const Math::Vector b(-0.245838834102304, -0.841115596038861, 0.470457161487799);
+ const Math::Vector p(2.289326061164255, -0.505511362271196, 0.660204551169491);
+
+ Math::Vector mathResult = Math::Projection(a, b, p);
+ Math::Vector oldMathResult = D3DVEC_TO_VEC(Projection(VEC_TO_D3DVEC(a), VEC_TO_D3DVEC(b), VEC_TO_D3DVEC(p)));
+
+ if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadViewMatrix()
+{
+ const Math::Vector from(2.5646013154868874, -0.6058794133917031, -0.0441195127419744);
+ const Math::Vector at(0.728044925765569, -0.206343977871841, 2.543158236935463);
+ const Math::Vector worldUp(-1.893738133660711, -1.009584441407070, 0.521745988225582);
+
+ Math::Matrix mathResult;
+ Math::LoadViewMatrix(mathResult, from, at, worldUp);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DVECTOR fromD3D = VEC_TO_D3DVEC(from);
+ D3DVECTOR atD3D = VEC_TO_D3DVEC(at);
+ D3DVECTOR worldUpD3D = VEC_TO_D3DVEC(worldUp);
+ D3DUtil_SetViewMatrix(mat, fromD3D, atD3D, worldUpD3D);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadProjectionMatrix()
+{
+ const float fov = 76.3f;
+ const float aspect = 0.891f;
+ const float nearPlane = 12.3f;
+ const float farPlane = 1238.9f;
+
+ Math::Matrix mathResult;
+ Math::LoadProjectionMatrix(mathResult, fov, aspect, nearPlane, farPlane);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DUtil_SetProjectionMatrix(mat, fov, aspect, nearPlane, farPlane);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadTranslationMatrix()
+{
+ const Math::Vector translation(-0.3631590720995237, 1.6976327614875211, 0.0148815191502145);
+
+ Math::Matrix mathResult;
+ Math::LoadTranslationMatrix(mathResult, translation);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DUtil_SetTranslateMatrix(mat, translation.x, translation.y, translation.z);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadScaleMatrix()
+{
+ const Math::Vector scale(0.612236460285503, -0.635566935025364, -0.254321375332065);
+
+ Math::Matrix mathResult;
+ Math::LoadScaleMatrix(mathResult, scale);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DUtil_SetScaleMatrix(mat, scale.x, scale.y, scale.z);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadRotationXMatrix()
+{
+ const float angle = 0.513790685774275;
+
+ Math::Matrix mathResult;
+ Math::LoadRotationXMatrix(mathResult, angle);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DUtil_SetRotateXMatrix(mat, angle);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadRotationYMatrix()
+{
+ const float angle = -0.569166650127303;
+
+ Math::Matrix mathResult;
+ Math::LoadRotationYMatrix(mathResult, angle);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DUtil_SetRotateYMatrix(mat, angle);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadRotationZMatrix()
+{
+ const float angle = 0.380448034347452;
+
+ Math::Matrix mathResult;
+ Math::LoadRotationZMatrix(mathResult, angle);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DUtil_SetRotateZMatrix(mat, angle);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadRotationMatrix()
+{
+ const float angle = -0.987747190637790;
+ const Math::Vector dir(-0.113024727688331, -0.781265998072571, 1.838972397076884);
+
+ Math::Matrix mathResult;
+ Math::LoadRotationMatrix(mathResult, dir, angle);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ D3DVECTOR dirD3D = VEC_TO_D3DVEC(dir);
+ D3DUtil_SetRotationMatrix(mat, dirD3D, angle);
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadRotationXZYMatrix()
+{
+ const Math::Vector angles(-0.841366567984597, -0.100543315396357, 1.610647811559988);
+
+ Math::Matrix mathResult;
+ Math::LoadRotationXZYMatrix(mathResult, angles);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ MatRotateXZY(mat, VEC_TO_D3DVEC(angles));
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestLoadRotationZXYMatrix()
+{
+ const Math::Vector angles(0.275558495480206, -0.224328265970090, 0.943077216574253);
+
+ Math::Matrix mathResult;
+ Math::LoadRotationZXYMatrix(mathResult, angles);
+
+ Math::Matrix oldMathResult;
+ {
+ D3DMATRIX mat;
+ MatRotateZXY(mat, VEC_TO_D3DVEC(angles));
+ oldMathResult = D3DMAT_TO_MAT(mat);
+ }
+
+ if (! Math::MatricesEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
+int TestTransform()
+{
+ Math::Matrix transformMatrix(
+ (float[4][4])
+ {
+ { -0.9282074720977896, 0.6794734970319730, -1.3234304946882685, 0.0925294727863890 },
+ { -0.0395527963683484, 0.2897634352353881, 1.9144398570315440, -1.4062267508968478 },
+ { 0.9133323625282361, -0.6741836434774530, -0.2188812951424338, -1.0089184339952666 },
+ { 0.0f, 0.0f, 0.0f, 1.0f }
+ }
+ );
+ Math::Vector vector(-0.314596433318370, -0.622681232583150, -0.371307535743574);
+
+ Math::Vector mathResult = Math::Transform(transformMatrix, vector);
+ Math::Vector oldMathResult = Transform(transformMatrix, vector);
+
+ if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE))
+ return __LINE__;
+
+ return 0;
+}
+
int main()
{
// Functions to test
int (*TESTS[])() =
{
- TestRotateAngle
+ TestRotateAngle,
+ TestAngle,
+ TestRotateView,
+ TestLookatPoint,
+ TestProjection,
+ TestLoadViewMatrix,
+ TestLoadProjectionMatrix,
+ TestLoadTranslationMatrix,
+ TestLoadScaleMatrix,
+ TestLoadRotationXMatrix,
+ TestLoadRotationYMatrix,
+ TestLoadRotationZMatrix,
+ TestLoadRotationMatrix,
+ TestLoadRotationXZYMatrix,
+ TestLoadRotationZXYMatrix,
+ TestTransform
};
const int TESTS_SIZE = sizeof(TESTS) / sizeof(*TESTS);
@@ -74,7 +389,10 @@ int main()
{
result = TESTS[i]();
if (result != 0)
+ {
+ fprintf(stderr, "Test function %d failed at line %d\n", i+1, result);
return result;
+ }
}
fprintf(stderr, "All tests successful\n");