public void LookAtPoint()
        {
            var look_at = LookAt(target: vec(1, 1, 0), from: vec(1, 0, 0));

            var manual = Translation(1, 0, 0) * RotationZ(Math.PI / 2);

            var calculated_look_at = new Vector3fd[]
            {
                look_at *vec(0, 0, 0),   // [0] origin
                look_at *vec(1, 0, 0),   // [1] forward
                look_at *vec(-1, 0, 0),  // [2] back
                look_at *vec(0, 1, 0),   // [3] up
                look_at *vec(0, -1, 0),  // [4] down
                look_at *vec(0, 0, 1),   // [5] left
                look_at *vec(0, 0, -1)   // [6] right
            };

            var calculated_manual = new Vector3fd[]
            {
                manual *vec(0, 0, 0),   // [0] origin
                manual *vec(1, 0, 0),   // [1] forward
                manual *vec(-1, 0, 0),  // [2] back
                manual *vec(0, 1, 0),   // [3] up
                manual *vec(0, -1, 0),  // [4] down
                manual *vec(0, 0, 1),   // [5] left
                manual *vec(0, 0, -1)   // [6] right
            };

            for (int i = 0; i < calculated_look_at.Length; i++)
            {
                calculated_look_at[i].Should().BeAproximatelyEquivalentTo(calculated_manual[i], TEST_EPSILON);
            }
        }
Exemple #2
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        public void HaveCorrectValues()
        {
            var v = new Vector3fd(1, 2, 3);

            v.X.Should().BeApproximately(1, double.Epsilon);
            v.Y.Should().BeApproximately(2, double.Epsilon);
            v.Z.Should().BeApproximately(3, double.Epsilon);
        }
Exemple #3
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        public void ConvertFromValueTupleOfFloat()
        {
            Vector3fd v = (1f, 0f, -1f);

            v.X.Should().Be(1);
            v.Y.Should().Be(0);
            v.Z.Should().Be(-1);
        }
Exemple #4
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        public void ConvertFromValueTupleOfDouble()
        {
            Vector3fd v = (1, 0, -1);

            v.X.Should().Be(1);
            v.Y.Should().Be(0);
            v.Z.Should().Be(-1);
        }
Exemple #5
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        public void ComputeAngularMagnitude()
        {
            var v1 = new Vector3fd(1, 0, 0);
            var v2 = new Vector3fd(0, 1, 0);

            v1.AngularMagnitude(v2).Should().BeApproximately(Math.PI / 2, double.Epsilon);
            v2.AngularMagnitude(v1).Should().BeApproximately(Math.PI / 2, double.Epsilon); // unsigned angle
        }
Exemple #6
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        public void ComputeAngle()
        {
            var v1 = new Vector3fd(1, 0, 0);
            var v2 = new Vector3fd(0, 1, 0);

            v1.Angle(v2, (0, 0, 1)).Should().BeApproximately(Math.PI / 2, double.Epsilon);
            v2.Angle(v1, (0, 0, 1)).Should().BeApproximately(-Math.PI / 2, double.Epsilon);
        }
        public static void BeAproximatelyEquivalentTo(this ObjectAssertions should, Vector3fd v, double tolerance = float.Epsilon)
        {
            var subject = (Vector3fd)should.Subject;

            subject.X.Should().BeApproximately(v.X, tolerance);
            subject.Y.Should().BeApproximately(v.Y, tolerance);
            subject.Z.Should().BeApproximately(v.Z, tolerance);
        }
Exemple #8
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        public void ConverToSpan()
        {
            Vector3fd v    = (1, 2, 3);
            var       span = v.AsSpan();

            span[0].Should().Be(1);
            span[1].Should().Be(2);
            span[2].Should().Be(3);
        }
Exemple #9
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        public void ComputeUnit()
        {
            var normalized = new Vector3fd(0.1, 0, 0).Unit();

            normalized.X
            .Should()
            .BeApproximately(1, double.Epsilon);
            normalized.Y
            .Should()
            .Be(0);
            normalized.Z
            .Should()
            .Be(0);
        }
 public static bool IsAproximatelyEquivalentTo(this Vector3fd subject, Vector3fd v, double tolerance = float.Epsilon) =>
 subject.X.IsAproximately(v.X, tolerance) &&
 subject.Y.IsAproximately(v.Y, tolerance) &&
 subject.Z.IsAproximately(v.Z, tolerance);
Exemple #11
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 public static Transform Translation(Vector3fd t) =>
 new Transform(
     1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     t.X, t.Y, t.Z, 1);