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-rw-r--r--src/crepe/api/AI.cpp30
-rw-r--r--src/crepe/api/AI.h114
-rw-r--r--src/crepe/api/CMakeLists.txt2
-rw-r--r--src/crepe/api/LoopManager.cpp6
-rw-r--r--src/crepe/api/Script.h1
-rw-r--r--src/crepe/api/Vector2.h24
-rw-r--r--src/crepe/api/Vector2.hpp48
-rw-r--r--src/crepe/system/AISystem.cpp172
-rw-r--r--src/crepe/system/AISystem.h70
-rw-r--r--src/crepe/system/CMakeLists.txt2
-rw-r--r--src/example/AITest.cpp86
-rw-r--r--src/example/CMakeLists.txt1
-rw-r--r--src/example/game.cpp4
-rw-r--r--src/test/Vector2Test.cpp148
14 files changed, 707 insertions, 1 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp
new file mode 100644
index 0000000..49f6b92
--- /dev/null
+++ b/src/crepe/api/AI.cpp
@@ -0,0 +1,30 @@
+#include "AI.h"
+
+namespace crepe {
+
+AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {}
+
+void AI::make_circle_path(float radius, vec2 center, float start_angle, bool clockwise) {
+ // The step size is determined by the radius (step size is in radians)
+ float step = 400.0f / radius;
+ // Force at least 16 steps (in case of a small radius)
+ if (step > 2 * M_PI / 16) {
+ step = 2 * M_PI / 16;
+ }
+ // The path node distance is determined by the step size and the radius
+ path_node_distance = radius * step * 0.75f;
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ }
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
new file mode 100644
index 0000000..18276a1
--- /dev/null
+++ b/src/crepe/api/AI.h
@@ -0,0 +1,114 @@
+#pragma once
+
+#include "Component.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AI component is used to control the movement of an entity using AI.
+ *
+ * The AI component can be used to control the movement of an entity. The AI component can be used
+ * to implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AI : public Component {
+public:
+ //! The different types of behaviors that can be used
+ enum BehaviorType {
+ NONE = 0x00000,
+ SEEK = 0x00002,
+ FLEE = 0x00004,
+ ARRIVE = 0x00008,
+ PATH_FOLLOW = 0x00010,
+ };
+
+public:
+ /**
+ * \param id The id of the game object
+ * \param max_force The maximum force that can be applied to the entity
+ */
+ AI(game_object_id_t id, float max_force);
+
+ /**
+ * \brief Check if a behavior is on/activated
+ *
+ * \param behavior The behavior to check
+ * \return true if the behavior is on, false otherwise
+ */
+ bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; }
+ //! Turn on the seek behavior
+ void seek_on() { flags |= SEEK; }
+ //! Turn off the seek behavior
+ void seek_off() {
+ if (on(SEEK)) flags ^= SEEK;
+ }
+ //! Turn on the flee behavior
+ void flee_on() { flags |= FLEE; }
+ //! Turn off the flee behavior
+ void flee_off() {
+ if (on(FLEE)) flags ^= FLEE;
+ }
+ //! Turn on the arrive behavior
+ void arrive_on() { flags |= ARRIVE; }
+ //! Turn off the arrive behavior
+ void arrive_off() {
+ if (on(ARRIVE)) flags ^= ARRIVE;
+ }
+ //! Turn on the path follow behavior
+ void path_follow_on() { flags |= PATH_FOLLOW; }
+ //! Turn off the path follow behavior
+ void path_follow_off() {
+ if (on(PATH_FOLLOW)) flags ^= PATH_FOLLOW;
+ }
+
+ /**
+ * \brief Add a path node
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param node The path node to add
+ */
+ void add_path_node(vec2 node) { path.push_back(node); }
+ /**
+ * \brief Make a circle path
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius The radius of the circle (in game units)
+ * \param center The center of the circle (in game units)
+ * \param start_angle The start angle of the circle (in radians)
+ * \param clockwise The direction of the circle
+ */
+ void make_circle_path(float radius, vec2 center = {0, 0}, float start_angle = 0,
+ bool clockwise = true);
+
+public:
+ //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster)
+ float max_force;
+
+ //! The target to seek or arrive at
+ vec2 seek_target;
+ //! The target to flee from
+ vec2 flee_target;
+ //! The distance at which the entity will start to flee from the target
+ float square_flee_panic_distance = 200.0f * 200.0f;
+ //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
+ float arrive_deceleration = 40.0f;
+ //! The path to follow
+ std::vector<vec2> path;
+ //! The distance from the path node at which the entity will move to the next node
+ float path_node_distance = 400.0f;
+ //! Looping behavior for the path
+ bool path_loop = true;
+
+private:
+ //! The flags for the behaviors
+ int flags = 0;
+ //! The current path index
+ size_t path_index = 0;
+
+ //! The AISystem is the only class that should access the flags and path_index variables
+ friend class AISystem;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 593c4e6..f869d88 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -24,6 +24,7 @@ target_sources(crepe PUBLIC
Script.cpp
Button.cpp
UIObject.cpp
+ AI.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -58,4 +59,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Asset.h
Button.h
UIObject.h
+ AI.h
)
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 88243c4..cf8a0d0 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,3 +1,5 @@
+#include "../facade/SDLContext.h"
+#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/InputSystem.h"
@@ -20,6 +22,7 @@ LoopManager::LoopManager() {
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
this->load_system<InputSystem>();
+ this->load_system<AISystem>();
}
void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
@@ -35,6 +38,7 @@ void LoopManager::fixed_update() {
EventManager & ev = this->mediator.event_manager;
ev.dispatch_events();
this->get_system<ScriptSystem>().update();
+ this->get_system<AISystem>().update();
this->get_system<PhysicsSystem>().update();
this->get_system<CollisionSystem>().update();
}
@@ -74,4 +78,4 @@ void LoopManager::render() {
this->get_system<RenderSystem>().update();
}
-void LoopManager::update() {}
+void LoopManager::update() { this->get_system<AnimatorSystem>().update(); }
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index d99ab0e..e351e6a 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -7,6 +7,7 @@
#include "../system/CollisionSystem.h"
#include "../types.h"
#include "../util/OptionalRef.h"
+#include "system/CollisionSystem.h"
namespace crepe {
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index c278c87..bf9d124 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -66,6 +66,30 @@ struct Vector2 {
//! Checks if this vector is not equal to another vector.
bool operator!=(const Vector2<T> & other) const;
+
+ //! Truncates the vector to a maximum length.
+ void truncate(T max);
+
+ //! Normalizes the vector (resulting in vector with a length of 1).
+ void normalize();
+
+ //! Returns the length of the vector.
+ T length() const;
+
+ //! Returns the squared length of the vector.
+ T length_squared() const;
+
+ //! Returns the dot product (inwendig product) of this vector and another vector.
+ T dot(const Vector2<T> & other) const;
+
+ //! Returns the distance between this vector and another vector.
+ T distance(const Vector2<T> & other) const;
+
+ //! Returns the squared distance between this vector and another vector.
+ T distance_squared(const Vector2<T> & other) const;
+
+ //! Returns the perpendicular vector to this vector.
+ Vector2 perpendicular() const;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
index cad15f8..ff53cb0 100644
--- a/src/crepe/api/Vector2.hpp
+++ b/src/crepe/api/Vector2.hpp
@@ -1,5 +1,7 @@
#pragma once
+#include <cmath>
+
#include "Vector2.h"
namespace crepe {
@@ -115,4 +117,50 @@ bool Vector2<T>::operator!=(const Vector2<T> & other) const {
return !(*this == other);
}
+template <class T>
+void Vector2<T>::truncate(T max) {
+ if (length() > max) {
+ normalize();
+ *this *= max;
+ }
+}
+
+template <class T>
+void Vector2<T>::normalize() {
+ T len = length();
+ if (len > 0) {
+ *this /= len;
+ }
+}
+
+template <class T>
+T Vector2<T>::length() const {
+ return std::sqrt(x * x + y * y);
+}
+
+template <class T>
+T Vector2<T>::length_squared() const {
+ return x * x + y * y;
+}
+
+template <class T>
+T Vector2<T>::dot(const Vector2<T> & other) const {
+ return x * other.x + y * other.y;
+}
+
+template <class T>
+T Vector2<T>::distance(const Vector2<T> & other) const {
+ return (*this - other).length();
+}
+
+template <class T>
+T Vector2<T>::distance_squared(const Vector2<T> & other) const {
+ return (*this - other).length_squared();
+}
+
+template <class T>
+Vector2<T> Vector2<T>::perpendicular() const {
+ return {-y, x};
+}
+
} // namespace crepe
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
new file mode 100644
index 0000000..72f3d9b
--- /dev/null
+++ b/src/crepe/system/AISystem.cpp
@@ -0,0 +1,172 @@
+#include <algorithm>
+#include <cmath>
+
+#include "api/LoopTimer.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+#include "manager/ComponentManager.h"
+#include "manager/Mediator.h"
+
+#include "AISystem.h"
+#include "types.h"
+
+using namespace crepe;
+
+void AISystem::update() {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<AI> ai_components = mgr.get_components_by_type<AI>();
+
+ //TODO: Use fixed loop dt (this is not available at master at the moment)
+ double dt = LoopTimer::get_instance().get_delta_time();
+
+ for (AI & ai : ai_components) {
+ RefVector<Rigidbody> rigidbodies
+ = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ Rigidbody & rigidbody = rigidbodies.front().get();
+
+ vec2 force = this->calculate(ai);
+ vec2 acceleration = force / rigidbody.data.mass;
+ rigidbody.data.linear_velocity += acceleration * dt;
+ }
+}
+
+vec2 AISystem::calculate(AI & ai) {
+ vec2 force;
+
+ if (ai.on(AI::BehaviorType::FLEE)) {
+ vec2 force_to_add = this->flee(ai);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorType::ARRIVE)) {
+ vec2 force_to_add = this->arrive(ai);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorType::SEEK)) {
+ vec2 force_to_add = this->seek(ai);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorType::PATH_FOLLOW)) {
+ vec2 force_to_add = this->path_follow(ai);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+
+ return force;
+}
+
+bool AISystem::accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add) {
+ float magnitude = running_total.length();
+ float magnitude_remaining = ai.max_force - magnitude;
+
+ if (magnitude_remaining <= 0.0f) {
+ return false;
+ }
+
+ float magnitude_to_add = force_to_add.length();
+ if (magnitude_to_add < magnitude_remaining) {
+ running_total += force_to_add;
+ } else {
+ force_to_add.normalize();
+ running_total += force_to_add * magnitude_remaining;
+ }
+
+ return true;
+}
+
+vec2 AISystem::seek(const AI & ai) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ Rigidbody & rigidbody = rigidbodies.front().get();
+
+ vec2 desired_velocity = ai.seek_target - transform.position;
+ desired_velocity.normalize();
+ desired_velocity *= rigidbody.data.max_linear_velocity;
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+}
+
+vec2 AISystem::flee(const AI & ai) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ Rigidbody & rigidbody = rigidbodies.front().get();
+
+ vec2 desired_velocity = transform.position - ai.flee_target;
+ if (desired_velocity.length_squared() > ai.square_flee_panic_distance) {
+ return vec2{0, 0};
+ }
+
+ desired_velocity.normalize();
+ desired_velocity *= rigidbody.data.max_linear_velocity;
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+}
+
+vec2 AISystem::arrive(const AI & ai) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ Rigidbody & rigidbody = rigidbodies.front().get();
+
+ vec2 to_target = ai.seek_target - transform.position;
+ float distance = to_target.length();
+ if (distance > 0.0f) {
+ float speed = distance / ai.arrive_deceleration;
+ speed = std::min(speed, rigidbody.data.max_linear_velocity.length());
+ vec2 desired_velocity = to_target * (speed / distance);
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+ }
+
+ return vec2{0, 0};
+}
+
+vec2 AISystem::path_follow(AI & ai) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ Rigidbody & rigidbody = rigidbodies.front().get();
+
+ if (ai.path.empty()) {
+ return vec2{0, 0};
+ }
+
+ vec2 target = ai.path.at(ai.path_index);
+ vec2 to_target = target - transform.position;
+ if (to_target.length_squared() > ai.path_node_distance * ai.path_node_distance) {
+ ai.seek_target = target;
+ } else {
+ ai.path_index++;
+ if (ai.path_index >= ai.path.size()) {
+ if (ai.path_loop) {
+ ai.path_index = 0;
+ } else {
+ ai.path_index = ai.path.size() - 1;
+ return this->arrive(ai);
+ }
+ }
+ }
+
+ return this->seek(ai);
+}
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h
new file mode 100644
index 0000000..670d20d
--- /dev/null
+++ b/src/crepe/system/AISystem.h
@@ -0,0 +1,70 @@
+#pragma once
+
+#include "api/AI.h"
+
+#include "System.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AISystem is used to control the movement of entities using AI.
+ *
+ * The AISystem is used to control the movement of entities using AI. The AISystem can be used to
+ * implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AISystem : public System {
+public:
+ using System::System;
+
+ //! Update the AI system
+ void update() override;
+
+private:
+ /**
+ * \brief Calculate the total force to apply to the entity
+ *
+ * \param ai The AI component
+ */
+ vec2 calculate(AI & ai);
+ /**
+ * \brief Accumulate the force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param running_total The running total of the force
+ * \param force_to_add The force to add
+ * \return true if the force was added, false otherwise
+ */
+ bool accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add);
+
+ /**
+ * \brief Calculate the seek force
+ *
+ * \param ai The AI component
+ * \return The seek force
+ */
+ vec2 seek(const AI & ai);
+ /**
+ * \brief Calculate the flee force
+ *
+ * \param ai The AI component
+ * \return The flee force
+ */
+ vec2 flee(const AI & ai);
+ /**
+ * \brief Calculate the arrive force
+ *
+ * \param ai The AI component
+ * \return The arrive force
+ */
+ vec2 arrive(const AI & ai);
+ /**
+ * \brief Calculate the path follow force
+ *
+ * \param ai The AI component
+ * \return The path follow force
+ */
+ vec2 path_follow(AI & ai);
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index 95f6e33..7de5198 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -7,6 +7,7 @@ target_sources(crepe PUBLIC
RenderSystem.cpp
AnimatorSystem.cpp
InputSystem.cpp
+ AISystem.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -17,4 +18,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
RenderSystem.h
AnimatorSystem.h
InputSystem.h
+ AISystem.h
)
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
new file mode 100644
index 0000000..28537ed
--- /dev/null
+++ b/src/example/AITest.cpp
@@ -0,0 +1,86 @@
+#include <crepe/api/AI.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/LoopManager.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Texture.h>
+#include <crepe/manager/Mediator.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+class Script1 : public Script {
+ bool shutdown(const ShutDownEvent & event) {
+ // Very dirty way of shutting down the game
+ throw "ShutDownEvent";
+ return true;
+ }
+
+ bool mousemove(const MouseMoveEvent & event) {
+ /*RefVector<AI> aivec = this->get_components<AI>();
+ AI & ai = aivec.front().get();
+ ai.flee_target
+ = vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/
+ return true;
+ }
+
+ void init() {
+ subscribe<ShutDownEvent>(
+ [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); });
+ subscribe<MouseMoveEvent>(
+ [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); });
+ }
+};
+
+class Scene1 : public Scene {
+public:
+ void load_scene() override {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+ GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+
+ Texture img = Texture("asset/texture/test_ap43.png");
+ game_object1.add_component<Sprite>(img, Sprite::Data{
+ .color = Color::MAGENTA,
+ .flip = Sprite::FlipSettings{false, false},
+ .sorting_in_layer = 1,
+ .order_in_layer = 1,
+ .size = {0, 195},
+ });
+ AI & ai = game_object1.add_component<AI>(3000);
+ // ai.arrive_on();
+ // ai.flee_on();
+ ai.path_follow_on();
+ ai.make_circle_path(1000, {0, -1000}, 1.5707, true);
+ ai.make_circle_path(1000, {0, 1000}, 4.7124, false);
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 0.1f,
+ .max_linear_velocity = {40, 40},
+ });
+ game_object1.add_component<BehaviorScript>().set_script<Script1>();
+
+ game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ .zoom = 1,
+ });
+ }
+
+ string get_name() const override { return "Scene1"; }
+};
+
+int main() {
+ LoopManager engine;
+ engine.add_scene<Scene1>();
+ engine.start();
+
+ return 0;
+}
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 8ef71bb..149c412 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -21,3 +21,4 @@ add_example(savemgr)
add_example(rendering_particle)
add_example(game)
add_example(button)
+add_example(AITest)
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 4239c15..2b4e46f 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -66,6 +66,10 @@ class MyScript1 : public Script {
//add collider switch
break;
}
+ case Keycode::Q: {
+ throw "Test";
+ break;
+ }
default:
break;
}
diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp
index 17bca41..1e21af9 100644
--- a/src/test/Vector2Test.cpp
+++ b/src/test/Vector2Test.cpp
@@ -382,3 +382,151 @@ TEST_F(Vector2Test, NotEquals) {
EXPECT_FALSE(long_vec1 != long_vec1);
EXPECT_TRUE(long_vec1 != long_vec2);
}
+
+TEST_F(Vector2Test, Truncate) {
+ Vector2<int> vec = {3, 4};
+ vec.truncate(3);
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.truncate(3.0);
+ EXPECT_FLOAT_EQ(vec2.x, 1.8);
+ EXPECT_FLOAT_EQ(vec2.y, 2.4);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.truncate(3);
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.truncate(3.0f);
+ EXPECT_FLOAT_EQ(vec4.x, 1.8f);
+ EXPECT_FLOAT_EQ(vec4.y, 2.4f);
+}
+
+TEST_F(Vector2Test, Normalize) {
+ Vector2<int> vec = {3, 4};
+ vec.normalize();
+ EXPECT_EQ(vec.x, 0);
+ EXPECT_EQ(vec.y, 0);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ vec2.normalize();
+ EXPECT_FLOAT_EQ(vec2.x, 0.6);
+ EXPECT_FLOAT_EQ(vec2.y, 0.8);
+
+ Vector2<long> vec3 = {3, 4};
+ vec3.normalize();
+ EXPECT_EQ(vec3.x, 0);
+ EXPECT_EQ(vec3.y, 0);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ vec4.normalize();
+ EXPECT_FLOAT_EQ(vec4.x, 0.6f);
+ EXPECT_FLOAT_EQ(vec4.y, 0.8f);
+}
+
+TEST_F(Vector2Test, Length) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length(), 5);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length(), 5.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length(), 5);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length(), 5.0f);
+}
+
+TEST_F(Vector2Test, LengthSquared) {
+ Vector2<int> vec = {3, 4};
+ EXPECT_EQ(vec.length_squared(), 25);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ EXPECT_FLOAT_EQ(vec2.length_squared(), 25.0);
+
+ Vector2<long> vec3 = {3, 4};
+ EXPECT_EQ(vec3.length_squared(), 25);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ EXPECT_FLOAT_EQ(vec4.length_squared(), 25.0f);
+}
+
+TEST_F(Vector2Test, Dot) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.dot(vec2), 39);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.dot(vec4), 39.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.dot(vec6), 39);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.dot(vec8), 39.0f);
+}
+
+TEST_F(Vector2Test, Distance) {
+ Vector2<int> vec1 = {1, 1};
+ Vector2<int> vec2 = {4, 5};
+ EXPECT_EQ(vec1.distance(vec2), 5);
+
+ Vector2<double> vec3 = {1.0, 1.0};
+ Vector2<double> vec4 = {4.0, 5.0};
+ EXPECT_FLOAT_EQ(vec3.distance(vec4), 5.0);
+
+ Vector2<long> vec5 = {1, 1};
+ Vector2<long> vec6 = {4, 5};
+ EXPECT_EQ(vec5.distance(vec6), 5);
+
+ Vector2<float> vec7 = {1.0f, 1.0f};
+ Vector2<float> vec8 = {4.0f, 5.0f};
+ EXPECT_FLOAT_EQ(vec7.distance(vec8), 5.0f);
+}
+
+TEST_F(Vector2Test, DistanceSquared) {
+ Vector2<int> vec1 = {3, 4};
+ Vector2<int> vec2 = {5, 6};
+ EXPECT_EQ(vec1.distance_squared(vec2), 8);
+
+ Vector2<double> vec3 = {3.0, 4.0};
+ Vector2<double> vec4 = {5.0, 6.0};
+ EXPECT_FLOAT_EQ(vec3.distance_squared(vec4), 8.0);
+
+ Vector2<long> vec5 = {3, 4};
+ Vector2<long> vec6 = {5, 6};
+ EXPECT_EQ(vec5.distance_squared(vec6), 8);
+
+ Vector2<float> vec7 = {3.0f, 4.0f};
+ Vector2<float> vec8 = {5.0f, 6.0f};
+ EXPECT_FLOAT_EQ(vec7.distance_squared(vec8), 8.0f);
+}
+
+TEST_F(Vector2Test, Perpendicular) {
+ Vector2<int> vec = {3, 4};
+ Vector2<int> result = vec.perpendicular();
+ EXPECT_EQ(result.x, -4);
+ EXPECT_EQ(result.y, 3);
+
+ Vector2<double> vec2 = {3.0, 4.0};
+ Vector2<double> result2 = vec2.perpendicular();
+ EXPECT_FLOAT_EQ(result2.x, -4.0);
+ EXPECT_FLOAT_EQ(result2.y, 3.0);
+
+ Vector2<long> vec3 = {3, 4};
+ Vector2<long> result3 = vec3.perpendicular();
+ EXPECT_EQ(result3.x, -4);
+ EXPECT_EQ(result3.y, 3);
+
+ Vector2<float> vec4 = {3.0f, 4.0f};
+ Vector2<float> result4 = vec4.perpendicular();
+ EXPECT_FLOAT_EQ(result4.x, -4.0f);
+ EXPECT_FLOAT_EQ(result4.y, 3.0f);
+}