From 50fe905455c2297bb3535b393fa28043bccd24c2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomasz=20Kapu=C5=9Bci=C5=84ski?= Date: Tue, 4 Jan 2022 01:39:55 +0100 Subject: [PATCH] Removed Math::Vector alias and refactored remaining uses of it --- src/math/matrix.h | 8 ++-- src/math/sphere.h | 8 ++-- src/math/vector.h | 11 ++--- test/unit/graphics/engine/lightman_test.cpp | 46 ++++++++++---------- test/unit/math/geometry_test.cpp | 48 ++++++++++----------- test/unit/math/matrix_test.cpp | 12 +++--- test/unit/math/vector_test.cpp | 18 ++++---- 7 files changed, 74 insertions(+), 77 deletions(-) diff --git a/src/math/matrix.h b/src/math/matrix.h index 4154328d..401ab628 100644 --- a/src/math/matrix.h +++ b/src/math/matrix.h @@ -472,25 +472,25 @@ inline Math::Matrix MultiplyMatrices(const Math::Matrix &left, const Math::Matri The result, a 4x1 vector is then converted to 3x1 by dividing x,y,z coords by the fourth coord (w). */ -inline Math::Vector MatrixVectorMultiply(const Math::Matrix &m, const Math::Vector &v, bool wDivide = false) +inline glm::vec3 MatrixVectorMultiply(const Math::Matrix &m, const glm::vec3 &v, bool wDivide = false) { float x = v.x * m.m[0 ] + v.y * m.m[4 ] + v.z * m.m[8 ] + m.m[12]; float y = v.x * m.m[1 ] + v.y * m.m[5 ] + v.z * m.m[9 ] + m.m[13]; float z = v.x * m.m[2 ] + v.y * m.m[6 ] + v.z * m.m[10] + m.m[14]; if (!wDivide) - return Math::Vector(x, y, z); + return glm::vec3(x, y, z); float w = v.x * m.m[3 ] + v.y * m.m[7 ] + v.z * m.m[11] + m.m[15]; if (IsZero(w)) - return Math::Vector(x, y, z); + return glm::vec3(x, y, z); x /= w; y /= w; z /= w; - return Math::Vector(x, y, z); + return glm::vec3(x, y, z); } diff --git a/src/math/sphere.h b/src/math/sphere.h index fd489e9d..ef770293 100644 --- a/src/math/sphere.h +++ b/src/math/sphere.h @@ -26,15 +26,15 @@ namespace Math struct Sphere { - Sphere(const Vector& pos = Vector(), float radius = 0.0f) + Sphere(const glm::vec3& pos = glm::vec3(), float radius = 0.0f) : pos(pos), radius(radius) {} - Vector pos; + glm::vec3 pos; float radius; }; //! Compute distance between given \a point and \a sphere -inline float DistanceToSphere(const Vector& point, const Sphere& sphere) +inline float DistanceToSphere(const glm::vec3& point, const Sphere& sphere) { return Math::Distance(point, sphere.pos) - sphere.radius; } @@ -44,7 +44,7 @@ inline float DistanceBetweenSpheres(const Sphere& sphere1, const Sphere& sphere2 return Math::Distance(sphere1.pos, sphere2.pos) - sphere1.radius - sphere2.radius; } -inline Sphere BoundingSphereForBox(Vector mins, Vector maxs) +inline Sphere BoundingSphereForBox(glm::vec3 mins, glm::vec3 maxs) { auto centroid = (maxs + mins) / 2.0f; auto halfExtent = (maxs - centroid); diff --git a/src/math/vector.h b/src/math/vector.h index bfd2d857..bcf1139b 100644 --- a/src/math/vector.h +++ b/src/math/vector.h @@ -37,9 +37,6 @@ namespace Math { - -using Vector = glm::vec3; - //! Checks if two vectors are equal within given \a tolerance inline bool VectorsEqual(const glm::vec3 &a, const glm::vec3 &b, float tolerance = TOLERANCE) { @@ -49,7 +46,7 @@ inline bool VectorsEqual(const glm::vec3 &a, const glm::vec3 &b, float tolerance } //! Convenience function for getting normalized vector -inline Vector Normalize(const glm::vec3 &v) +inline glm::vec3 Normalize(const glm::vec3 &v) { return glm::normalize(v); } @@ -61,7 +58,7 @@ inline float DotProduct(const glm::vec3 &left, const glm::vec3 &right) } //! Convenience function for calculating cross product -inline Vector CrossProduct(const glm::vec3 &left, const glm::vec3 &right) +inline glm::vec3 CrossProduct(const glm::vec3 &left, const glm::vec3 &right) { return glm::cross(left, right); } @@ -79,12 +76,12 @@ inline float Distance(const glm::vec3 &a, const glm::vec3 &b) } //! Clamps the vector \a vec to range between \a min and \a max -inline Vector Clamp(const Vector &vec, const Vector &min, const Vector &max) +inline glm::vec3 Clamp(const glm::vec3&vec, const glm::vec3&min, const glm::vec3&max) { return glm::clamp(vec, min, max); } -inline std::string ToString(const Vector& vector) +inline std::string ToString(const glm::vec3& vector) { std::stringstream s; s.precision(3); diff --git a/test/unit/graphics/engine/lightman_test.cpp b/test/unit/graphics/engine/lightman_test.cpp index 21dfc3dd..380313c7 100644 --- a/test/unit/graphics/engine/lightman_test.cpp +++ b/test/unit/graphics/engine/lightman_test.cpp @@ -46,11 +46,11 @@ protected: void SetUp() override; - void PrepareLightTesting(int maxLights, Math::Vector eyePos); + void PrepareLightTesting(int maxLights, glm::vec3 eyePos); void CheckLightSorting(EngineObjectType objectType, const std::vector& expectedLights); void CheckLight(int index, const Light& light); void AddLight(int type, LightPriority priority, bool used, bool enabled, - Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType); + glm::vec3 pos, EngineObjectType includeType, EngineObjectType excludeType); std::unique_ptr m_lightManager; @@ -72,7 +72,7 @@ void CLightManagerUT::SetUp() m_lightManager = MakeUnique(m_engine); } -void CLightManagerUT::PrepareLightTesting(int maxLights, Math::Vector eyePos) +void CLightManagerUT::PrepareLightTesting(int maxLights, glm::vec3 eyePos) { m_maxLightsCount = maxLights; @@ -112,7 +112,7 @@ void CLightManagerUT::CheckLight(int index, const Light& light) } void CLightManagerUT::AddLight(int type, LightPriority priority, bool used, bool enabled, - Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType) + glm::vec3 pos, EngineObjectType includeType, EngineObjectType excludeType) { int rank = m_lightManager->CreateLight(priority); @@ -132,12 +132,12 @@ void CLightManagerUT::AddLight(int type, LightPriority priority, bool used, bool TEST_F(CLightManagerUT, LightSorting_UnusedOrDisabledAreSkipped) { const int lightCount = 10; - const Math::Vector eyePos(0.0f, 0.0f, 0.0f); + const glm::vec3 eyePos(0.0f, 0.0f, 0.0f); PrepareLightTesting(lightCount, eyePos); - AddLight(1, LIGHT_PRI_LOW, false, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(2, LIGHT_PRI_LOW, true, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(3, LIGHT_PRI_LOW, false, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(1, LIGHT_PRI_LOW, false, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(2, LIGHT_PRI_LOW, true, false, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(3, LIGHT_PRI_LOW, false, false, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); std::vector expectedLights; CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights); @@ -146,12 +146,12 @@ TEST_F(CLightManagerUT, LightSorting_UnusedOrDisabledAreSkipped) TEST_F(CLightManagerUT, LightSorting_IncludeTypesAreIncluded) { const int lightCount = 10; - const Math::Vector eyePos(0.0f, 0.0f, 0.0f); + const glm::vec3 eyePos(0.0f, 0.0f, 0.0f); PrepareLightTesting(lightCount, eyePos); - AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_TERRAIN, ENG_OBJTYPE_NULL); - AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_QUARTZ, ENG_OBJTYPE_NULL); + AddLight(1, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(2, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_TERRAIN, ENG_OBJTYPE_NULL); + AddLight(3, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_QUARTZ, ENG_OBJTYPE_NULL); std::vector expectedLights = { 1, 2 }; CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights); @@ -160,12 +160,12 @@ TEST_F(CLightManagerUT, LightSorting_IncludeTypesAreIncluded) TEST_F(CLightManagerUT, LightSorting_ExcludeTypesAreExcluded) { const int lightCount = 10; - const Math::Vector eyePos(0.0f, 0.0f, 0.0f); + const glm::vec3 eyePos(0.0f, 0.0f, 0.0f); PrepareLightTesting(lightCount, eyePos); - AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_TERRAIN); - AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_QUARTZ); + AddLight(1, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(2, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_TERRAIN); + AddLight(3, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_QUARTZ); std::vector expectedLights = { 1, 3 }; CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights); @@ -174,15 +174,15 @@ TEST_F(CLightManagerUT, LightSorting_ExcludeTypesAreExcluded) TEST_F(CLightManagerUT, LightSorting_SortingAccordingToDistance) { const int lightCount = 3; - const Math::Vector eyePos(0.0f, 0.0f, 0.0f); + const glm::vec3 eyePos(0.0f, 0.0f, 0.0f); PrepareLightTesting(lightCount, eyePos); - AddLight(1, LIGHT_PRI_HIGH, true, true, Math::Vector(10.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(4.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(3, LIGHT_PRI_HIGH, true, true, Math::Vector(20.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(4, LIGHT_PRI_LOW, true, true, Math::Vector(11.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(5, LIGHT_PRI_LOW, true, true, Math::Vector(100.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); - AddLight(6, LIGHT_PRI_HIGH, true, true, Math::Vector(21.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(1, LIGHT_PRI_HIGH, true, true, glm::vec3(10.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(2, LIGHT_PRI_LOW, true, true, glm::vec3(4.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(3, LIGHT_PRI_HIGH, true, true, glm::vec3(20.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(4, LIGHT_PRI_LOW, true, true, glm::vec3(11.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(5, LIGHT_PRI_LOW, true, true, glm::vec3(100.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); + AddLight(6, LIGHT_PRI_HIGH, true, true, glm::vec3(21.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL); std::vector expectedLights = { 2, 1, 3 }; CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights); diff --git a/test/unit/math/geometry_test.cpp b/test/unit/math/geometry_test.cpp index 33d13fbf..363b8eca 100644 --- a/test/unit/math/geometry_test.cpp +++ b/test/unit/math/geometry_test.cpp @@ -58,8 +58,8 @@ TEST(GeometryTest, RotateAngleTest) int TestAngle() { - const Math::Vector u(-0.0786076246943884, 0.2231249091714256, -1.1601361718477805); - const Math::Vector v(-1.231228742001907, -1.720549809950561, -0.690468438834111); + const glm::vec3 u(-0.0786076246943884, 0.2231249091714256, -1.1601361718477805); + const glm::vec3 v(-1.231228742001907, -1.720549809950561, -0.690468438834111); float mathResult = Math::Angle(u, v); float oldMathResult = Angle(VEC_TO_D3DVEC(u), VEC_TO_D3DVEC(v)); @@ -72,13 +72,13 @@ int TestAngle() int TestRotateView() { - const Math::Vector center(0.617909142705555, 0.896939729454538, -0.615041943652284); + const glm::vec3 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)); + glm::vec3 mathResult = Math::RotateView(center, angleH, angleV, dist); + glm::vec3 oldMathResult = D3DVEC_TO_VEC(RotateView(VEC_TO_D3DVEC(center), angleH, angleV, dist)); if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) return __LINE__; @@ -88,13 +88,13 @@ int TestRotateView() int TestLookatPoint() { - const Math::Vector eye(-2.451183170579471, 0.241270270546559, -0.490677411454893); + const glm::vec3 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)); + glm::vec3 mathResult = Math::LookatPoint(eye, angleH, angleV, length); + glm::vec3 oldMathResult = D3DVEC_TO_VEC(LookatPoint(VEC_TO_D3DVEC(eye), angleH, angleV, length)); if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) return __LINE__; @@ -104,12 +104,12 @@ int TestLookatPoint() 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); + const glm::vec3 a(0.852064846846319, -0.794279497087496, -0.655779805476688); + const glm::vec3 b(-0.245838834102304, -0.841115596038861, 0.470457161487799); + const glm::vec3 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))); + glm::vec3 mathResult = Math::Projection(a, b, p); + glm::vec3 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__; @@ -119,9 +119,9 @@ int TestProjection() 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); + const glm::vec3 from(2.5646013154868874, -0.6058794133917031, -0.0441195127419744); + const glm::vec3 at(0.728044925765569, -0.206343977871841, 2.543158236935463); + const glm::vec3 worldUp(-1.893738133660711, -1.009584441407070, 0.521745988225582); Math::Matrix mathResult; Math::LoadViewMatrix(mathResult, from, at, worldUp); @@ -167,7 +167,7 @@ int TestLoadProjectionMatrix() int TestLoadTranslationMatrix() { - const Math::Vector translation(-0.3631590720995237, 1.6976327614875211, 0.0148815191502145); + const glm::vec3 translation(-0.3631590720995237, 1.6976327614875211, 0.0148815191502145); Math::Matrix mathResult; Math::LoadTranslationMatrix(mathResult, translation); @@ -187,7 +187,7 @@ int TestLoadTranslationMatrix() int TestLoadScaleMatrix() { - const Math::Vector scale(0.612236460285503, -0.635566935025364, -0.254321375332065); + const glm::vec3 scale(0.612236460285503, -0.635566935025364, -0.254321375332065); Math::Matrix mathResult; Math::LoadScaleMatrix(mathResult, scale); @@ -268,7 +268,7 @@ int TestLoadRotationZMatrix() int TestLoadRotationMatrix() { const float angle = -0.987747190637790; - const Math::Vector dir(-0.113024727688331, -0.781265998072571, 1.838972397076884); + const glm::vec3 dir(-0.113024727688331, -0.781265998072571, 1.838972397076884); Math::Matrix mathResult; Math::LoadRotationMatrix(mathResult, dir, angle); @@ -289,7 +289,7 @@ int TestLoadRotationMatrix() int TestLoadRotationXZYMatrix() { - const Math::Vector angles(-0.841366567984597, -0.100543315396357, 1.610647811559988); + const glm::vec3 angles(-0.841366567984597, -0.100543315396357, 1.610647811559988); Math::Matrix mathResult; Math::LoadRotationXZYMatrix(mathResult, angles); @@ -309,7 +309,7 @@ int TestLoadRotationXZYMatrix() int TestLoadRotationZXYMatrix() { - const Math::Vector angles(0.275558495480206, -0.224328265970090, 0.943077216574253); + const glm::vec3 angles(0.275558495480206, -0.224328265970090, 0.943077216574253); Math::Matrix mathResult; Math::LoadRotationZXYMatrix(mathResult, angles); @@ -338,10 +338,10 @@ int TestTransform() { 0.0f, 0.0f, 0.0f, 1.0f } } ); - Math::Vector vector(-0.314596433318370, -0.622681232583150, -0.371307535743574); + glm::vec3 vector(-0.314596433318370, -0.622681232583150, -0.371307535743574); - Math::Vector mathResult = Math::Transform(transformMatrix, vector); - Math::Vector oldMathResult = Transform(transformMatrix, vector); + glm::vec3 mathResult = Math::Transform(transformMatrix, vector); + glm::vec3 oldMathResult = Transform(transformMatrix, vector); if (! Math::VectorsEqual(mathResult, oldMathResult, TEST_TOLERANCE)) return __LINE__; diff --git a/test/unit/math/matrix_test.cpp b/test/unit/math/matrix_test.cpp index 49895d2a..1f031e26 100644 --- a/test/unit/math/matrix_test.cpp +++ b/test/unit/math/matrix_test.cpp @@ -270,11 +270,11 @@ TEST(MatrixTest, MultiplyVectorTest) } ); - const Math::Vector vec1(-0.824708565156661f, -1.598287748103842f, -0.422498044734181f); + const glm::vec3 vec1(-0.824708565156661f, -1.598287748103842f, -0.422498044734181f); - const Math::Vector expectedMultiply1(0.608932463260470f, -1.356893266403749f, 3.457156276255142f); + const glm::vec3 expectedMultiply1(0.608932463260470f, -1.356893266403749f, 3.457156276255142f); - Math::Vector multiply1 = Math::MatrixVectorMultiply(mat1, vec1, false); + glm::vec3 multiply1 = Math::MatrixVectorMultiply(mat1, vec1, false); EXPECT_TRUE(Math::VectorsEqual(multiply1, expectedMultiply1, TEST_TOLERANCE)); const Math::Matrix mat2( @@ -286,10 +286,10 @@ TEST(MatrixTest, MultiplyVectorTest) } ); - const Math::Vector vec2(0.330987381051962f, 1.494375516393466f, 1.483422335561857f); + const glm::vec3 vec2(0.330987381051962f, 1.494375516393466f, 1.483422335561857f); - const Math::Vector expectedMultiply2(0.2816820577317669f, 0.0334468811767428f, 0.1996974284970455f); + const glm::vec3 expectedMultiply2(0.2816820577317669f, 0.0334468811767428f, 0.1996974284970455f); - Math::Vector multiply2 = Math::MatrixVectorMultiply(mat2, vec2, true); + glm::vec3 multiply2 = Math::MatrixVectorMultiply(mat2, vec2, true); EXPECT_TRUE(Math::VectorsEqual(multiply2, expectedMultiply2, TEST_TOLERANCE)); } diff --git a/test/unit/math/vector_test.cpp b/test/unit/math/vector_test.cpp index c999b168..aca743fc 100644 --- a/test/unit/math/vector_test.cpp +++ b/test/unit/math/vector_test.cpp @@ -35,7 +35,7 @@ const float TEST_TOLERANCE = 1e-6; TEST(VectorTest, LengthTest) { - Math::Vector vec(-1.288447945923275, 0.681452565308134, -0.633761098985957); + glm::vec3 vec(-1.288447945923275, 0.681452565308134, -0.633761098985957); const float expectedLength = 1.58938001708428; EXPECT_TRUE(Math::IsEqual(glm::length(vec), expectedLength, TEST_TOLERANCE)); @@ -43,8 +43,8 @@ TEST(VectorTest, LengthTest) TEST(VectorTest, NormalizeTest) { - Math::Vector vec(1.848877241804398, -0.157262961268577, -1.963031403332377); - const Math::Vector expectedNormalized(0.6844609421393856, -0.0582193085618106, -0.7267212194481797); + glm::vec3 vec(1.848877241804398, -0.157262961268577, -1.963031403332377); + const glm::vec3 expectedNormalized(0.6844609421393856, -0.0582193085618106, -0.7267212194481797); vec = glm::normalize(vec); @@ -53,8 +53,8 @@ TEST(VectorTest, NormalizeTest) TEST(VectorTest, DotTest) { - Math::Vector vecA(0.8202190530968309, 0.0130926060162780, 0.2411914183883510); - Math::Vector vecB(-0.0524083951404069, 1.5564932716738220, -0.8971342631500536); + glm::vec3 vecA(0.8202190530968309, 0.0130926060162780, 0.2411914183883510); + glm::vec3 vecB(-0.0524083951404069, 1.5564932716738220, -0.8971342631500536); float expectedDot = -0.238988896477326; @@ -63,11 +63,11 @@ TEST(VectorTest, DotTest) TEST(VectorTest, CrossTest) { - Math::Vector vecA(1.37380499798567, 1.18054518384682, 1.95166361293121); - Math::Vector vecB(0.891657855926886, 0.447591335394532, -0.901604070087823); + glm::vec3 vecA(1.37380499798567, 1.18054518384682, 1.95166361293121); + glm::vec3 vecB(0.891657855926886, 0.447591335394532, -0.901604070087823); - Math::Vector expectedCross(-1.937932065431669, 2.978844370287636, -0.437739173833581); - Math::Vector expectedReverseCross = -expectedCross; + glm::vec3 expectedCross(-1.937932065431669, 2.978844370287636, -0.437739173833581); + glm::vec3 expectedReverseCross = -expectedCross; EXPECT_TRUE(Math::VectorsEqual(glm::cross(vecA, vecB), expectedCross, TEST_TOLERANCE));