Math: Remove NAZARA_MATH_ANGLE_RADIAN and functions using it
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@@ -102,42 +102,42 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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{
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THEN("Rotation around X")
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{
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transformedMatrix.MakeTransform(Nz::Vector3f::Zero(), Nz::EulerAnglesf(Nz::FromDegrees(45.f), 0.f, 0.f).ToQuaternion());
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transformedMatrix.MakeTransform(Nz::Vector3f::Zero(), Nz::EulerAnglesf(Nz::DegreeAnglef(45.f), 0.f, 0.f).ToQuaternion());
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Nz::Matrix4f rotation45X(1.f, 0.f, 0.f, 0.f,
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0.f, std::sqrt(2.f) / 2.f, std::sqrt(2.f) / 2.f, 0.f,
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0.f, -std::sqrt(2.f) / 2.f, std::sqrt(2.f) / 2.f, 0.f,
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0.f, 0.f, 0.f, 1.f);
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CHECK(transformedMatrix == rotation45X);
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transformedMatrix.MakeTransform(Nz::Vector3f::Unit(), Nz::EulerAnglesf(Nz::FromDegrees(45.f), 0.f, 0.f).ToQuaternion());
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transformedMatrix.MakeTransform(Nz::Vector3f::Unit(), Nz::EulerAnglesf(Nz::DegreeAnglef(45.f), 0.f, 0.f).ToQuaternion());
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rotation45X.ApplyTranslation(Nz::Vector3f::Unit());
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CHECK(transformedMatrix == rotation45X);
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}
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THEN("Rotation around Y")
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{
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transformedMatrix.MakeTransform(Nz::Vector3f::Zero(), Nz::EulerAnglesf(0.f, Nz::FromDegrees(45.f), 0.f).ToQuaternion());
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transformedMatrix.MakeTransform(Nz::Vector3f::Zero(), Nz::EulerAnglesf(0.f, Nz::DegreeAnglef(45.f), 0.f).ToQuaternion());
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Nz::Matrix4f rotation45Y(std::sqrt(2.f) / 2.f, 0.f, -std::sqrt(2.f) / 2.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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std::sqrt(2.f) / 2.f, 0.f, std::sqrt(2.f) / 2.f, 0.f,
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0.f, 0.f, 0.f, 1.f);
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CHECK(transformedMatrix == rotation45Y);
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transformedMatrix.MakeTransform(Nz::Vector3f::Unit(), Nz::EulerAnglesf(0.f, Nz::FromDegrees(45.f), 0.f).ToQuaternion());
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transformedMatrix.MakeTransform(Nz::Vector3f::Unit(), Nz::EulerAnglesf(0.f, Nz::DegreeAnglef(45.f), 0.f).ToQuaternion());
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rotation45Y.ApplyTranslation(Nz::Vector3f::Unit());
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CHECK(transformedMatrix == rotation45Y);
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}
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THEN("Rotation around Z")
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{
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transformedMatrix.MakeTransform(Nz::Vector3f::Zero(), Nz::EulerAnglesf(0.f, 0.f, Nz::FromDegrees(45.f)).ToQuaternion());
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transformedMatrix.MakeTransform(Nz::Vector3f::Zero(), Nz::EulerAnglesf(0.f, 0.f, Nz::DegreeAnglef(45.f)).ToQuaternion());
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Nz::Matrix4f rotation45Z( std::sqrt(2.f) / 2.f, std::sqrt(2.f) / 2.f, 0.f, 0.f,
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-std::sqrt(2.f) / 2.f, std::sqrt(2.f) / 2.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f);
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CHECK(transformedMatrix == rotation45Z);
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transformedMatrix.MakeTransform(Nz::Vector3f::Unit(), Nz::EulerAnglesf(Nz::EulerAnglesf(0.f, 0.f, Nz::FromDegrees(45.f)).ToQuaternion()));
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transformedMatrix.MakeTransform(Nz::Vector3f::Unit(), Nz::EulerAnglesf(Nz::EulerAnglesf(0.f, 0.f, Nz::DegreeAnglef(45.f)).ToQuaternion()));
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rotation45Z.ApplyTranslation(Nz::Vector3f::Unit());
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CHECK(transformedMatrix == rotation45Z);
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}
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@@ -157,7 +157,7 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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WHEN("We rotate it from pitch 30")
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{
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Nz::Quaternionf rotation(Nz::EulerAnglesf(Nz::FromDegrees(30.f), 0.f, 0.f));
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Nz::Quaternionf rotation(Nz::EulerAnglesf(Nz::DegreeAnglef(30.f), 0.f, 0.f));
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identity.ApplyRotation(rotation);
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THEN("We should retrieve it")
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@@ -168,7 +168,7 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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WHEN("We rotate it from yaw 30")
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{
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Nz::Quaternionf rotation(Nz::EulerAnglesf(0.f, Nz::FromDegrees(30.f), 0.f));
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Nz::Quaternionf rotation(Nz::EulerAnglesf(0.f, Nz::DegreeAnglef(30.f), 0.f));
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identity.ApplyRotation(rotation);
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THEN("We should retrieve it")
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@@ -179,7 +179,7 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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WHEN("We rotate it from roll 30")
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{
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Nz::Quaternionf rotation(Nz::EulerAnglesf(0.f, 0.f, Nz::FromDegrees(30.f)));
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Nz::Quaternionf rotation(Nz::EulerAnglesf(0.f, 0.f, Nz::DegreeAnglef(30.f)));
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identity.ApplyRotation(rotation);
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THEN("We should retrieve it")
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@@ -190,7 +190,7 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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WHEN("We rotate it from a strange rotation")
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{
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Nz::Quaternionf rotation(Nz::EulerAnglesf(Nz::FromDegrees(10.f), Nz::FromDegrees(20.f), Nz::FromDegrees(30.f)));
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Nz::Quaternionf rotation(Nz::EulerAnglesf(Nz::DegreeAnglef(10.f), Nz::DegreeAnglef(20.f), Nz::DegreeAnglef(30.f)));
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identity.ApplyRotation(rotation);
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THEN("We should retrieve it")
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@@ -213,7 +213,7 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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AND_THEN("With a rotation")
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{
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identity.ApplyRotation(Nz::EulerAnglesf(Nz::FromDegrees(10.f), Nz::FromDegrees(20.f), Nz::FromDegrees(30.f)));
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identity.ApplyRotation(Nz::EulerAnglesf(Nz::DegreeAnglef(10.f), Nz::DegreeAnglef(20.f), Nz::DegreeAnglef(30.f)));
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Nz::Vector3f retrievedScale = identity.GetScale();
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CHECK(retrievedScale.x == Approx(scale.x));
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CHECK(retrievedScale.y == Approx(scale.y));
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@@ -248,12 +248,12 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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Nz::Matrix4f simple = Nz::Matrix4f::Transform(simpleTranslation, simpleRotation, simpleScale);
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Nz::Vector3f complexTranslation = Nz::Vector3f(-5.f, 7.f, 3.5f);
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Nz::Quaternionf complexRotation = Nz::EulerAnglesf(Nz::FromDegrees(-22.5f), Nz::FromDegrees(30.f), Nz::FromDegrees(15.f));
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Nz::Quaternionf complexRotation = Nz::EulerAnglesf(Nz::DegreeAnglef(-22.5f), Nz::DegreeAnglef(30.f), Nz::DegreeAnglef(15.f));
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Nz::Vector3f complexScale = Nz::Vector3f(1.f, 2.f, 0.5f);
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Nz::Matrix4f complex = Nz::Matrix4f::Transform(complexTranslation, complexRotation, complexScale);
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Nz::Vector3f oppositeTranslation = Nz::Vector3f(-5.f, 7.f, 3.5f);
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Nz::Quaternionf oppositeRotation = Nz::EulerAnglesf(Nz::FromDegrees(-90.f), Nz::FromDegrees(0.f), Nz::FromDegrees(0.f));
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Nz::Quaternionf oppositeRotation = Nz::EulerAnglesf(Nz::DegreeAnglef(-90.f), Nz::DegreeAnglef(0.f), Nz::DegreeAnglef(0.f));
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Nz::Vector3f oppositeScale = Nz::Vector3f(1.f, 2.f, 0.5f);
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Nz::Matrix4f opposite = Nz::Matrix4f::Transform(oppositeTranslation, oppositeRotation, oppositeScale);
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@@ -280,7 +280,7 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
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{
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Nz::Vector3f translation(-5.f, 3.f, 0.5);
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Nz::Matrix4f initial = Nz::Matrix4f::Translate(translation);
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Nz::Quaternionf rotation = Nz::EulerAnglesf(Nz::FromDegrees(30.f), Nz::FromDegrees(-90.f), 0.f);
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Nz::Quaternionf rotation = Nz::EulerAnglesf(Nz::DegreeAnglef(30.f), Nz::DegreeAnglef(-90.f), 0.f);
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initial.ApplyRotation(rotation);
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Nz::Matrix4f simple = Nz::Matrix4f::Transform(-translation, rotation.GetInverse(), Nz::Vector3f::Unit());
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