Updated readme, and updated main so you don't need to run the test program on the commandline.

This commit is contained in:
Brian 2014-02-20 12:52:11 -07:00
parent db0ac63215
commit 44608cf2c8
5 changed files with 240 additions and 229 deletions

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@ -5,8 +5,12 @@ C++ GameDev related math helpers. These helpers will be designed for ease of us
Requirements
-----------
Aside from a C++ compiler, there are no external dependencies outside of the stdlib. However, for running unit tests this uses [igloo](https://github.com/joakimkarlsson/igloo), already referenced as an external.
Aside from a C++ compiler, there are no external dependencies outside of the stdlib. However, for running unit tests I use [igloo](https://github.com/joakimkarlsson/igloo), which is already referenced, and you'll need premake4.
Cloning
-----------
Since there's an external for testing, don't forget `--recursive`: `git clone --recursive https://github.com/leetNightshade/math.beta.git`.
Since there's an external for testing, don't forget `--recursive`: `git clone --recursive https://github.com/leetNightshade/math.beta.git`.
Testing
-----------
You'll need premake4. On the commandline `premake4 --help` to see what project types are available for your platform, and pick the project type you want to use. For example, on Windows I'll use `premake4 vs2010`. From there build your project. When it's done building, run the program directly; for convenience you don't need to run it from the commandline.

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@ -1,6 +1,6 @@
#ifndef __DEBUG_H__
#define __DEBUG_H__
// TODO: add assert macros and maybe some simple logging functionality
#endif //__DEBUG_H__
#ifndef __DEBUG_H__
#define __DEBUG_H__
// TODO: add assert macros and maybe some simple logging functionality
#endif //__DEBUG_H__

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@ -1,15 +1,15 @@
/* __ __ ___ _____ ____
* \ \ / / / _ \ | __ \ | |
* \ \/\/ / / / \ \ | | / / | __|
* \_/\_/ /_/ \_\ |_| \_\ |_|
* Take it to the next Level
*
* 2009 Brian Ernst.
* See ReadMe.md for more license info.
*/
#ifndef __MATHDEFS_H__
#define __MATHDEFS_H__
typedef float Scalar;
#endif
/* __ __ ___ _____ ____
* \ \ / / / _ \ | __ \ | |
* \ \/\/ / / / \ \ | | / / | __|
* \_/\_/ /_/ \_\ |_| \_\ |_|
* Take it to the next Level
*
* 2009 Brian Ernst.
* See ReadMe.md for more license info.
*/
#ifndef __MATHDEFS_H__
#define __MATHDEFS_H__
typedef float Scalar;
#endif

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@ -1,205 +1,205 @@
/* __ __ ___ _____ ____
* \ \ / / / _ \ | __ \ | |
* \ \/\/ / / / \ \ | | / / | __|
* \_/\_/ /_/ \_\ |_| \_\ |_|
* Take it to the next Level
*
* 2009 Brian Ernst.
* See ReadMe.md for more license info.
*/
#ifndef __VECTOR3_H__
#define __VECTOR3_H__
# include "Debug.h"
# include "math/MathDefs.h"
template< typename BaseType >
class TVector3
{
public:
BaseType X, Y, Z;
TVector3( void );
TVector3( const TVector3& );
TVector3( BaseType x, BaseType y, BaseType z );
virtual ~TVector3( void ) { }
TVector3& operator=( const TVector3& );
// TODO: Implement and use epsilon comparison
bool operator==( const TVector3& ) const;
bool operator!=( const TVector3& ) const;
TVector3 operator*( BaseType ) const;
TVector3 operator/( BaseType ) const;
TVector3 operator*( const TVector3& ) const;
TVector3 operator/( const TVector3& ) const;
TVector3 operator+( const TVector3& ) const;
TVector3 operator-( const TVector3& ) const;
TVector3& operator*=( BaseType );
TVector3& operator/=( BaseType );
TVector3& operator*=( const TVector3& );
TVector3& operator/=( const TVector3& );
TVector3& operator+=( const TVector3& );
TVector3& operator-=( const TVector3& );
// TODO: Add other helper functions
bool IsZero( void ) const;
};
typedef TVector3< Scalar > Vec3f;
template< typename BaseType >
inline TVector3< BaseType >::TVector3( void )
{
}
template< typename BaseType >
inline TVector3< BaseType >::TVector3( const TVector3& vect )
: X( vect.X )
, Y( vect.Y )
, Z( vect.Z )
{
}
template< typename BaseType >
inline TVector3< BaseType >::TVector3( BaseType x, BaseType y, BaseType z )
: X( x )
, Y( y )
, Z( z )
{
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator=( const TVector3& vect )
{
#ifdef _DEBUG
if ( this == &vect )
{
return *this;
}
#endif
X = vect.X;
Y = vect.Y;
Z = vect.Z;
return *this;
}
template< typename BaseType >
inline bool TVector3< BaseType >::operator==( const TVector3& vect ) const
{
return X == vect.X && Y == vect.Y && Z == vect.Z;
}
template< typename BaseType >
inline bool TVector3< BaseType >::operator!=( const TVector3& vect ) const
{
return X != vect.X || Y != vect.Y || Z != vect.Z;
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator*( BaseType val ) const
{
return TVector3< BaseType >( X * val, Y * val, Z * val );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator/( BaseType val ) const
{
return TVector3< BaseType >( X / val, Y / val, Z / val );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator*( const TVector3& vect ) const
{
return TVector3< BaseType >( X * vect.X, Y * vect.Y, Z * vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator/( const TVector3& vect ) const
{
return TVector3< BaseType >( X / vect.X, Y / vect.Y, Z / vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator+( const TVector3& vect ) const
{
return TVector3< BaseType >( X + vect.X, Y + vect.Y, Z + vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator-( const TVector3& vect ) const
{
return TVector3< BaseType >( X - vect.X, Y - vect.Y, Z - vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator*=( BaseType val )
{
X *= val;
Y *= val;
Z *= val;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator/=( BaseType val )
{
X /= val;
Y /= val;
Z /= val;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator*=( const TVector3& vect )
{
X *= vect.X;
Y *= vect.Y;
Z *= vect.Z;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator/=( const TVector3& vect )
{
X /= vect.X;
Y /= vect.Y;
Z /= vect.Z;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator+=( const TVector3& vect )
{
X += vect.X;
Y += vect.Y;
Z += vect.Z;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator-=( const TVector3& vect )
{
X -= vect.X;
Y -= vect.Y;
Z -= vect.Z;
return *this;
}
template< typename BaseType >
inline bool TVector3< BaseType >::IsZero( void ) const
{
// TODO: Use epsilon
return X == 0 && Y == 0 && Z == 0;
}
#endif
/* __ __ ___ _____ ____
* \ \ / / / _ \ | __ \ | |
* \ \/\/ / / / \ \ | | / / | __|
* \_/\_/ /_/ \_\ |_| \_\ |_|
* Take it to the next Level
*
* 2009 Brian Ernst.
* See ReadMe.md for more license info.
*/
#ifndef __VECTOR3_H__
#define __VECTOR3_H__
# include "Debug.h"
# include "math/MathDefs.h"
template< typename BaseType >
class TVector3
{
public:
BaseType X, Y, Z;
TVector3( void );
TVector3( const TVector3& );
TVector3( BaseType x, BaseType y, BaseType z );
virtual ~TVector3( void ) { }
TVector3& operator=( const TVector3& );
// TODO: Implement and use epsilon comparison
bool operator==( const TVector3& ) const;
bool operator!=( const TVector3& ) const;
TVector3 operator*( BaseType ) const;
TVector3 operator/( BaseType ) const;
TVector3 operator*( const TVector3& ) const;
TVector3 operator/( const TVector3& ) const;
TVector3 operator+( const TVector3& ) const;
TVector3 operator-( const TVector3& ) const;
TVector3& operator*=( BaseType );
TVector3& operator/=( BaseType );
TVector3& operator*=( const TVector3& );
TVector3& operator/=( const TVector3& );
TVector3& operator+=( const TVector3& );
TVector3& operator-=( const TVector3& );
// TODO: Add other helper functions
bool IsZero( void ) const;
};
typedef TVector3< Scalar > Vec3f;
template< typename BaseType >
inline TVector3< BaseType >::TVector3( void )
{
}
template< typename BaseType >
inline TVector3< BaseType >::TVector3( const TVector3& vect )
: X( vect.X )
, Y( vect.Y )
, Z( vect.Z )
{
}
template< typename BaseType >
inline TVector3< BaseType >::TVector3( BaseType x, BaseType y, BaseType z )
: X( x )
, Y( y )
, Z( z )
{
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator=( const TVector3& vect )
{
#ifdef _DEBUG
if ( this == &vect )
{
return *this;
}
#endif
X = vect.X;
Y = vect.Y;
Z = vect.Z;
return *this;
}
template< typename BaseType >
inline bool TVector3< BaseType >::operator==( const TVector3& vect ) const
{
return X == vect.X && Y == vect.Y && Z == vect.Z;
}
template< typename BaseType >
inline bool TVector3< BaseType >::operator!=( const TVector3& vect ) const
{
return X != vect.X || Y != vect.Y || Z != vect.Z;
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator*( BaseType val ) const
{
return TVector3< BaseType >( X * val, Y * val, Z * val );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator/( BaseType val ) const
{
return TVector3< BaseType >( X / val, Y / val, Z / val );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator*( const TVector3& vect ) const
{
return TVector3< BaseType >( X * vect.X, Y * vect.Y, Z * vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator/( const TVector3& vect ) const
{
return TVector3< BaseType >( X / vect.X, Y / vect.Y, Z / vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator+( const TVector3& vect ) const
{
return TVector3< BaseType >( X + vect.X, Y + vect.Y, Z + vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType > TVector3< BaseType >::operator-( const TVector3& vect ) const
{
return TVector3< BaseType >( X - vect.X, Y - vect.Y, Z - vect.Z );
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator*=( BaseType val )
{
X *= val;
Y *= val;
Z *= val;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator/=( BaseType val )
{
X /= val;
Y /= val;
Z /= val;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator*=( const TVector3& vect )
{
X *= vect.X;
Y *= vect.Y;
Z *= vect.Z;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator/=( const TVector3& vect )
{
X /= vect.X;
Y /= vect.Y;
Z /= vect.Z;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator+=( const TVector3& vect )
{
X += vect.X;
Y += vect.Y;
Z += vect.Z;
return *this;
}
template< typename BaseType >
inline TVector3< BaseType >& TVector3< BaseType >::operator-=( const TVector3& vect )
{
X -= vect.X;
Y -= vect.Y;
Z -= vect.Z;
return *this;
}
template< typename BaseType >
inline bool TVector3< BaseType >::IsZero( void ) const
{
// TODO: Use epsilon
return X == 0 && Y == 0 && Z == 0;
}
#endif

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@ -1,3 +1,6 @@
#include <iostream>
#include <limits>
#include <igloo/igloo_alt.h>
using namespace igloo;
@ -8,6 +11,10 @@ using namespace igloo;
int main( int argc, const char* argv[ ] )
{
const int returnValue = TestRunner::RunAllTests( argc, const_cast< char** >( argv ) );
return TestRunner::RunAllTests( argc, const_cast< char** >( argv ) );
std::cout << std::endl << "Press ENTER to continue" << std::endl;
std::cin.ignore( std::numeric_limits< std::streamsize >::max( ), '\n' );
return returnValue;
}