Tests and fixes in math geometry.h module

dev-ui
Piotr Dziwinski 2012-06-15 16:58:04 +02:00
parent b735913deb
commit b8027ce9a7
6 changed files with 367 additions and 26 deletions

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@ -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;
}

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@ -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;

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@ -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"

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@ -21,6 +21,8 @@
#include <math.h>
#include "common/struct.h"
//>>> geometry.h SegmentPoint()
D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist);

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@ -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)

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@ -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");