diff options
Diffstat (limited to 'src')
29 files changed, 652 insertions, 132 deletions
diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp index e310577..e4de027 100644 --- a/src/crepe/ComponentManager.cpp +++ b/src/crepe/ComponentManager.cpp @@ -26,8 +26,7 @@ void ComponentManager::delete_all_components() { } GameObject ComponentManager::new_object(const string & name, const string & tag, - const Vector2 & position, double rotation, - double scale) { + const vec2 & position, double rotation, double scale) { GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index 0956d1e..1cb0b5f 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -5,8 +5,6 @@ #include <unordered_map> #include <vector> -#include "api/Vector2.h" - #include "Component.h" #include "types.h" @@ -45,7 +43,7 @@ public: * \note This method automatically assigns a new entity ID */ GameObject new_object(const std::string & name, const std::string & tag = "", - const Vector2 & position = {0, 0}, double rotation = 0, + const vec2 & position = {0, 0}, double rotation = 0, double scale = 1); protected: diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index 1068cbf..485a0d4 100644 --- a/src/crepe/Particle.cpp +++ b/src/crepe/Particle.cpp @@ -2,7 +2,7 @@ using namespace crepe; -void Particle::reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity, +void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle) { // Initialize the particle state this->time_in_life = 0; diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index 19859fe..d0397c9 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -2,7 +2,7 @@ #include <cstdint> -#include "api/Vector2.h" +#include "types.h" namespace crepe { @@ -18,11 +18,11 @@ class Particle { public: //! Position of the particle in 2D space. - Vector2 position; + vec2 position; //! Velocity vector indicating the speed and direction of the particle. - Vector2 velocity; + vec2 velocity; //! Accumulated force affecting the particle over time. - Vector2 force_over_time; + vec2 force_over_time; //! Total lifespan of the particle in milliseconds. uint32_t lifespan; //! Active state of the particle; true if it is in use, false otherwise. @@ -43,8 +43,7 @@ public: * \param velocity The initial velocity of the particle. * \param angle The angle of the particle's trajectory or orientation. */ - void reset(uint32_t lifespan, const Vector2 & position, const Vector2 & velocity, - double angle); + void reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle); /** * \brief Updates the particle's state. * diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 602ab52..c3e0b37 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -14,7 +14,6 @@ target_sources(crepe PUBLIC Metadata.cpp Scene.cpp SceneManager.cpp - Vector2.cpp Camera.cpp Animator.cpp EventManager.cpp @@ -38,6 +37,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Rigidbody.h Sprite.h Vector2.h + Vector2.hpp Color.h Texture.h AssetManager.h diff --git a/src/crepe/api/EventHandler.hpp b/src/crepe/api/EventHandler.hpp index 391dcca..050e57e 100644 --- a/src/crepe/api/EventHandler.hpp +++ b/src/crepe/api/EventHandler.hpp @@ -1,3 +1,5 @@ +#pragma once + #include <typeindex> #include "EventHandler.h" diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 4874426..3c36a21 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -9,7 +9,7 @@ using namespace std; GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id, const std::string & name, const std::string & tag, - const Vector2 & position, double rotation, double scale) + const vec2 & position, double rotation, double scale) : id(id), component_manager(component_manager) { diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 34ef8bb..fcb8d9a 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -2,7 +2,6 @@ #include <string> -#include "Vector2.h" #include "types.h" namespace crepe { @@ -30,7 +29,7 @@ private: * \param scale The scale of the GameObject */ GameObject(ComponentManager & component_manager, game_object_id_t id, - const std::string & name, const std::string & tag, const Vector2 & position, + const std::string & name, const std::string & tag, const vec2 & position, double rotation, double scale); //! ComponentManager instances GameObject friend class ComponentManager; diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h index 33112e1..b83fd61 100644 --- a/src/crepe/api/ParticleEmitter.h +++ b/src/crepe/api/ParticleEmitter.h @@ -4,7 +4,7 @@ #include "Component.h" #include "Particle.h" -#include "Vector2.h" +#include "types.h" namespace crepe { @@ -30,7 +30,7 @@ public: //! boundary height (midpoint is emitter location) double height = 0.0; //! boundary offset from particle emitter location - Vector2 offset; + vec2 offset; //! reset on exit or stop velocity and set max postion bool reset_on_exit = false; }; @@ -43,7 +43,7 @@ public: */ struct Data { //! position of the emitter - Vector2 position; + vec2 position; //! maximum number of particles const unsigned int max_particles = 0; //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored) @@ -61,7 +61,7 @@ public: //! end Lifespan of particle double end_lifespan = 0.0; //! force over time (physics) - Vector2 force_over_time; + vec2 force_over_time; //! particle boundary Boundary boundary; //! collection of particles diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp index 6b87695..576ca45 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -6,7 +6,7 @@ crepe::Rigidbody::Rigidbody(game_object_id_t id, const Data & data) : Component(id), data(data) {} -void crepe::Rigidbody::add_force_linear(const Vector2 & force) { +void crepe::Rigidbody::add_force_linear(const vec2 & force) { this->data.linear_velocity += force; } diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 3e5c7a3..3b0588f 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -2,7 +2,7 @@ #include "../Component.h" -#include "Vector2.h" +#include "types.h" namespace crepe { @@ -56,11 +56,11 @@ public: //! Changes if physics apply BodyType body_type = BodyType::DYNAMIC; //! linear velocity of object - Vector2 linear_velocity; + vec2 linear_velocity; //! maximum linear velocity of object - Vector2 max_linear_velocity; + vec2 max_linear_velocity; //! linear damping of object - Vector2 linear_damping; + vec2 linear_damping; //! angular velocity of object double angular_velocity = 0.0; //! max angular velocity of object @@ -90,7 +90,7 @@ public: * * \param force Vector2 that is added to the linear force. */ - void add_force_linear(const Vector2 & force); + void add_force_linear(const vec2 & force); /** * \brief add a angular force to the Rigidbody. * diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index cd944bd..a85b792 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -4,7 +4,7 @@ using namespace crepe; -Transform::Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale) +Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale) : Component(id), position(point), rotation(rotation), diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h index 18aa293..6243a93 100644 --- a/src/crepe/api/Transform.h +++ b/src/crepe/api/Transform.h @@ -1,8 +1,7 @@ #pragma once -#include "api/Vector2.h" - #include "Component.h" +#include "types.h" namespace crepe { @@ -15,7 +14,7 @@ namespace crepe { class Transform : public Component { public: //! Translation (shift) - Vector2 position = {0, 0}; + vec2 position = {0, 0}; //! Rotation, in degrees double rotation = 0; //! Multiplication factor @@ -28,7 +27,7 @@ protected: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - Transform(game_object_id_t id, const Vector2 & point, double rotation, double scale); + Transform(game_object_id_t id, const vec2 & point, double rotation, double scale); /** * There is always exactly one transform component per entity * \return 1 diff --git a/src/crepe/api/Vector2.cpp b/src/crepe/api/Vector2.cpp deleted file mode 100644 index 30b968e..0000000 --- a/src/crepe/api/Vector2.cpp +++ /dev/null @@ -1,33 +0,0 @@ -#include "Vector2.h" - -using namespace crepe; - -Vector2 Vector2::operator-(const Vector2 & other) const { return {x - other.x, y - other.y}; } - -Vector2 Vector2::operator+(const Vector2 & other) const { return {x + other.x, y + other.y}; } - -Vector2 Vector2::operator*(double scalar) const { return {x * scalar, y * scalar}; } - -Vector2 & Vector2::operator*=(const Vector2 & other) { - x *= other.x; - y *= other.y; - return *this; -} - -Vector2 & Vector2::operator+=(const Vector2 & other) { - x += other.x; - y += other.y; - return *this; -} - -Vector2 & Vector2::operator+=(double other) { - x += other; - y += other; - return *this; -} - -Vector2 Vector2::operator-() const { return {-x, -y}; } - -bool Vector2::operator==(const Vector2 & other) const { return x == other.x && y == other.y; } - -bool Vector2::operator!=(const Vector2 & other) const { return !(*this == other); } diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 2fb6136..c278c87 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -3,38 +3,71 @@ namespace crepe { //! 2D vector +template <class T> struct Vector2 { //! X component of the vector - double x = 0; + T x = 0; //! Y component of the vector - double y = 0; + T y = 0; //! Subtracts another vector from this vector and returns the result. - Vector2 operator-(const Vector2 & other) const; + Vector2 operator-(const Vector2<T> & other) const; + + //! Subtracts a scalar value from both components of this vector and returns the result. + Vector2 operator-(T scalar) const; //! Adds another vector to this vector and returns the result. - Vector2 operator+(const Vector2 & other) const; + Vector2 operator+(const Vector2<T> & other) const; + + //! Adds a scalar value to both components of this vector and returns the result. + Vector2 operator+(T scalar) const; + + //! Multiplies this vector by another vector element-wise and returns the result. + Vector2 operator*(const Vector2<T> & other) const; //! Multiplies this vector by a scalar and returns the result. - Vector2 operator*(double scalar) const; + Vector2 operator*(T scalar) const; - //! Multiplies this vector by another vector element-wise and updates this vector. - Vector2 & operator*=(const Vector2 & other); + //! Divides this vector by another vector element-wise and returns the result. + Vector2 operator/(const Vector2<T> & other) const; + + //! Divides this vector by a scalar and returns the result. + Vector2 operator/(T scalar) const; //! Adds another vector to this vector and updates this vector. - Vector2 & operator+=(const Vector2 & other); + Vector2 & operator+=(const Vector2<T> & other); //! Adds a scalar value to both components of this vector and updates this vector. - Vector2 & operator+=(double other); + Vector2 & operator+=(T other); + + //! Subtracts another vector from this vector and updates this vector. + Vector2 & operator-=(const Vector2<T> & other); + + //! Subtracts a scalar value from both components of this vector and updates this vector. + Vector2 & operator-=(T other); + + //! Multiplies this vector by another vector element-wise and updates this vector. + Vector2 & operator*=(const Vector2<T> & other); + + //! Multiplies this vector by a scalar and updates this vector. + Vector2 & operator*=(T other); + + //! Divides this vector by another vector element-wise and updates this vector. + Vector2 & operator/=(const Vector2<T> & other); + + //! Divides this vector by a scalar and updates this vector. + Vector2 & operator/=(T other); //! Returns the negation of this vector. Vector2 operator-() const; //! Checks if this vector is equal to another vector. - bool operator==(const Vector2 & other) const; + bool operator==(const Vector2<T> & other) const; //! Checks if this vector is not equal to another vector. - bool operator!=(const Vector2 & other) const; + bool operator!=(const Vector2<T> & other) const; }; } // namespace crepe + +#include "Vector2.hpp" diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp new file mode 100644 index 0000000..cad15f8 --- /dev/null +++ b/src/crepe/api/Vector2.hpp @@ -0,0 +1,118 @@ +#pragma once + +#include "Vector2.h" + +namespace crepe { + +template <class T> +Vector2<T> Vector2<T>::operator-(const Vector2<T> & other) const { + return {x - other.x, y - other.y}; +} + +template <class T> +Vector2<T> Vector2<T>::operator-(T scalar) const { + return {x - scalar, y - scalar}; +} + +template <class T> +Vector2<T> Vector2<T>::operator+(const Vector2<T> & other) const { + return {x + other.x, y + other.y}; +} + +template <class T> +Vector2<T> Vector2<T>::operator+(T scalar) const { + return {x + scalar, y + scalar}; +} + +template <class T> +Vector2<T> Vector2<T>::operator*(const Vector2<T> & other) const { + return {x * other.x, y * other.y}; +} + +template <class T> +Vector2<T> Vector2<T>::operator*(T scalar) const { + return {x * scalar, y * scalar}; +} + +template <class T> +Vector2<T> Vector2<T>::operator/(const Vector2<T> & other) const { + return {x / other.x, y / other.y}; +} + +template <class T> +Vector2<T> Vector2<T>::operator/(T scalar) const { + return {x / scalar, y / scalar}; +} + +template <class T> +Vector2<T> & Vector2<T>::operator+=(const Vector2<T> & other) { + x += other.x; + y += other.y; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator+=(T other) { + x += other; + y += other; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator-=(const Vector2<T> & other) { + x -= other.x; + y -= other.y; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator-=(T other) { + x -= other; + y -= other; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator*=(const Vector2<T> & other) { + x *= other.x; + y *= other.y; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator*=(T other) { + x *= other; + y *= other; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator/=(const Vector2<T> & other) { + x /= other.x; + y /= other.y; + return *this; +} + +template <class T> +Vector2<T> & Vector2<T>::operator/=(T other) { + x /= other; + y /= other; + return *this; +} + +template <class T> +Vector2<T> Vector2<T>::operator-() const { + return {-x, -y}; +} + +template <class T> +bool Vector2<T>::operator==(const Vector2<T> & other) const { + return x == other.x && y == other.y; +} + +template <class T> +bool Vector2<T>::operator!=(const Vector2<T> & other) const { + return !(*this == other); +} + +} // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 26327b0..b3298a7 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -104,7 +104,7 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { .h = sprite.sprite_rect.h, }; } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, +SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale, const Camera & cam) const { double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; @@ -120,9 +120,8 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, }; } -void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos, - const double & angle, const double & scale, - const Camera & camera) { +void SDLContext::draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, + const double & scale, const Camera & camera) { SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 841ffc9..20e30b3 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -12,7 +12,8 @@ #include "../api/Sprite.h" #include "../api/Transform.h" #include "api/Camera.h" -#include "api/Vector2.h" + +#include "types.h" namespace crepe { @@ -120,7 +121,7 @@ private: */ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera); - void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, + void draw_particle(const Sprite & sprite, const vec2 & pos, const double & angle, const double & scale, const Camera & camera); //! Clears the screen, preparing for a new frame. @@ -153,7 +154,7 @@ private: * on the camera * \return sdl rectangle to draw a dst image to draw on the screen */ - SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, + SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const double & scale, const Camera & cam) const; private: diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index fcf7522..0e62a57 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -4,7 +4,6 @@ #include "api/ParticleEmitter.h" #include "api/Transform.h" -#include "api/Vector2.h" #include "ComponentManager.h" #include "ParticleSystem.h" @@ -42,17 +41,15 @@ void ParticleSystem::update() { } void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) { - constexpr double DEG_TO_RAD = M_PI / 180.0; + constexpr float DEG_TO_RAD = M_PI / 180.0; - Vector2 initial_position = emitter.data.position + transform.position; - double random_angle - = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); + vec2 initial_position = emitter.data.position + transform.position; + float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle); - double random_speed - = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); - double angle_radians = random_angle * DEG_TO_RAD; + float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); + float angle_radians = random_angle * DEG_TO_RAD; - Vector2 velocity + vec2 velocity = {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)}; for (Particle & particle : emitter.data.particles) { @@ -77,7 +74,7 @@ int ParticleSystem::calculate_update(int count, double emission) const { } void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) { - Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position; + vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position; double half_width = emitter.data.boundary.width / 2.0; double half_height = emitter.data.boundary.height / 2.0; @@ -87,7 +84,7 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t const double BOTTOM = offset.y + half_height; for (Particle & particle : emitter.data.particles) { - const Vector2 & position = particle.position; + const vec2 & position = particle.position; bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP && position.y <= BOTTOM); diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp index bcde431..514a4b3 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -34,7 +34,7 @@ void PhysicsSystem::update() { if (rigidbody.data.angular_damping != 0) { rigidbody.data.angular_velocity *= rigidbody.data.angular_damping; } - if (rigidbody.data.linear_damping != Vector2{0, 0}) { + if (rigidbody.data.linear_damping != vec2{0, 0}) { rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; } diff --git a/src/crepe/types.h b/src/crepe/types.h index 914c76c..17f1619 100644 --- a/src/crepe/types.h +++ b/src/crepe/types.h @@ -1,5 +1,7 @@ #pragma once +#include "api/Vector2.h" + #include <cstdint> #include <functional> #include <vector> @@ -13,4 +15,16 @@ typedef uint32_t game_object_id_t; template <typename T> using RefVector = std::vector<std::reference_wrapper<T>>; +//! Default Vector2<int> type +typedef Vector2<int> ivec2; + +//! Default Vector2<unsigned int> type +typedef Vector2<unsigned int> uvec2; + +//! Default Vector2<float> type +typedef Vector2<float> vec2; + +//! Default Vector2<double> type +typedef Vector2<double> dvec2; + } // namespace crepe diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox index 5f34446..eedc69a 100644 --- a/src/doc/feature/scene.dox +++ b/src/doc/feature/scene.dox @@ -46,8 +46,8 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("object1", "tag_my_scene", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("object2", "tag_my_scene", Vector2{1, 0}, 0, 1); + GameObject object1 = mgr.new_object("object1", "tag_my_scene", vec2{0, 0}, 0, 1); + GameObject object2 = mgr.new_object("object2", "tag_my_scene", vec2{1, 0}, 0, 1); } string get_name() const { return "my_scene"; } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index dd85689..b38e860 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,5 +1,6 @@ #include "api/Camera.h" #include "system/ParticleSystem.h" +#include "types.h" #include <SDL2/SDL_timer.h> #include <crepe/ComponentManager.h> @@ -23,7 +24,7 @@ using namespace std; int main(int argc, char * argv[]) { ComponentManager mgr; - GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0.1); + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0.1); RenderSystem sys{mgr}; ParticleSystem psys{mgr}; @@ -43,11 +44,11 @@ int main(int argc, char * argv[]) { .max_angle = 20, .begin_lifespan = 0, .end_lifespan = 60, - .force_over_time = Vector2{0, 0}, + .force_over_time = vec2{0, 0}, .boundary{ .width = 1000, .height = 1000, - .offset = Vector2{0, 0}, + .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 8cb4232..d310f6a 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -11,5 +11,5 @@ target_sources(test_main PUBLIC SceneManagerTest.cpp ValueBrokerTest.cpp DBTest.cpp + Vector2Test.cpp ) - diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp index d5a5826..b552581 100644 --- a/src/test/ECSTest.cpp +++ b/src/test/ECSTest.cpp @@ -17,7 +17,7 @@ public: }; TEST_F(ECSTest, createGameObject) { - GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>(); @@ -37,8 +37,8 @@ TEST_F(ECSTest, createGameObject) { } TEST_F(ECSTest, deleteAllGameObjects) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); mgr.delete_all_components(); @@ -48,7 +48,7 @@ TEST_F(ECSTest, deleteAllGameObjects) { EXPECT_EQ(metadata.size(), 0); EXPECT_EQ(transform.size(), 0); - GameObject obj2 = mgr.new_object("body2", "person2", Vector2{1, 0}, 5, 1); + GameObject obj2 = mgr.new_object("body2", "person2", vec2{1, 0}, 5, 1); metadata = mgr.get_components_by_type<Metadata>(); transform = mgr.get_components_by_type<Transform>(); @@ -70,8 +70,8 @@ TEST_F(ECSTest, deleteAllGameObjects) { } TEST_F(ECSTest, deleteGameObject) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); mgr.delete_all_components_of_id(0); @@ -96,7 +96,7 @@ TEST_F(ECSTest, deleteGameObject) { TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 5000; i++) { - GameObject obj = mgr.new_object("body", "person", Vector2{0, 0}, 0, i); + GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, i); } vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); @@ -128,7 +128,7 @@ TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 10000 - 5000; i++) { string tag = "person" + to_string(i); - GameObject obj = mgr.new_object("body", tag, Vector2{0, 0}, i, 0); + GameObject obj = mgr.new_object("body", tag, vec2{0, 0}, i, 0); } metadata = mgr.get_components_by_type<Metadata>(); @@ -139,8 +139,8 @@ TEST_F(ECSTest, manyGameObjects) { } TEST_F(ECSTest, getComponentsByID) { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_id<Metadata>(0); vector<reference_wrapper<Transform>> transform = mgr.get_components_by_id<Transform>(1); @@ -163,15 +163,15 @@ TEST_F(ECSTest, getComponentsByID) { TEST_F(ECSTest, tooMuchComponents) { try { - GameObject obj0 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - obj0.add_component<Transform>(Vector2{10, 10}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + obj0.add_component<Transform>(vec2{10, 10}, 0, 1); } catch (const exception & e) { EXPECT_EQ(e.what(), string("Exceeded maximum number of instances for this component type")); } try { - GameObject obj1 = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); obj1.add_component<Metadata>("body", "person"); } catch (const exception & e) { EXPECT_EQ(e.what(), @@ -187,11 +187,14 @@ TEST_F(ECSTest, tooMuchComponents) { TEST_F(ECSTest, partentChild) { { - GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject right_leg = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); - GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); - GameObject right_foot = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); - GameObject left_foot = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); + GameObject body = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject right_leg + = mgr.new_object("rightLeg", "person", vec2{1, 1}, 0, 1); + GameObject left_leg = mgr.new_object("leftLeg", "person", vec2{1, 1}, 0, 1); + GameObject right_foot + = mgr.new_object("rightFoot", "person", vec2{2, 2}, 0, 1); + GameObject left_foot + = mgr.new_object("leftFoot", "person", vec2{2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index eee022f..8b81e74 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -25,7 +25,7 @@ public: std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); if (transforms.empty()) { - GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0); + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0); Color color(0, 0, 0, 0); Sprite & test_sprite = game_object.add_component<Sprite>( @@ -42,11 +42,11 @@ public: .max_angle = 0, .begin_lifespan = 0, .end_lifespan = 0, - .force_over_time = Vector2{0, 0}, + .force_over_time = vec2{0, 0}, .boundary{ .width = 0, .height = 0, - .offset = Vector2{0, 0}, + .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, @@ -68,8 +68,8 @@ public: emitter.data.max_angle = 0; emitter.data.begin_lifespan = 0; emitter.data.end_lifespan = 0; - emitter.data.force_over_time = Vector2{0, 0}; - emitter.data.boundary = {0, 0, Vector2{0, 0}, false}; + emitter.data.force_over_time = vec2{0, 0}; + emitter.data.boundary = {0, 0, vec2{0, 0}, false}; for (auto & particle : emitter.data.particles) { particle.active = false; } diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 1e37c26..33b6020 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -20,12 +20,12 @@ public: vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); if (transforms.empty()) { - auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0); + auto entity = mgr.new_object("", "", vec2{0, 0}, 0, 0); entity.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, - .max_linear_velocity = Vector2{10, 10}, + .max_linear_velocity = vec2{10, 10}, .max_angular_velocity = 10, .constraints = {0, 0}, .use_gravity = true, diff --git a/src/test/SceneManagerTest.cpp b/src/test/SceneManagerTest.cpp index 1efcfb2..676da58 100644 --- a/src/test/SceneManagerTest.cpp +++ b/src/test/SceneManagerTest.cpp @@ -16,9 +16,12 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); - GameObject object3 = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); + GameObject object1 + = mgr.new_object("scene_1", "tag_scene_1", vec2{0, 0}, 0, 1); + GameObject object2 + = mgr.new_object("scene_1", "tag_scene_1", vec2{1, 0}, 0, 1); + GameObject object3 + = mgr.new_object("scene_1", "tag_scene_1", vec2{2, 0}, 0, 1); } string get_name() const { return "scene1"; } @@ -30,10 +33,14 @@ public: void load_scene() { auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); - GameObject object3 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); - GameObject object4 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); + GameObject object1 + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 0}, 0, 1); + GameObject object2 + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 1}, 0, 1); + GameObject object3 + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 2}, 0, 1); + GameObject object4 + = mgr.new_object("scene_2", "tag_scene_2", vec2{0, 3}, 0, 1); } string get_name() const { return "scene2"; } diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp new file mode 100644 index 0000000..17bca41 --- /dev/null +++ b/src/test/Vector2Test.cpp @@ -0,0 +1,384 @@ +#include <gtest/gtest.h> + +#include <crepe/api/Vector2.h> + +using namespace crepe; + +class Vector2Test : public ::testing::Test { +public: + Vector2<int> int_vec1; + Vector2<int> int_vec2; + Vector2<double> double_vec1; + Vector2<double> double_vec2; + Vector2<long> long_vec1; + Vector2<long> long_vec2; + Vector2<float> float_vec1; + Vector2<float> float_vec2; + + void SetUp() override { + int_vec1 = {1, 2}; + int_vec2 = {3, 4}; + double_vec1 = {1.0, 2.0}; + double_vec2 = {3.0, 4.0}; + long_vec1 = {1, 2}; + long_vec2 = {3, 4}; + float_vec1 = {1.0f, 2.0f}; + float_vec2 = {3.0f, 4.0f}; + } +}; + +TEST_F(Vector2Test, Subtract) { + Vector2<int> result = int_vec1 - int_vec2; + EXPECT_EQ(result.x, -2); + EXPECT_EQ(result.y, -2); + + Vector2<double> result2 = double_vec1 - double_vec2; + EXPECT_FLOAT_EQ(result2.x, -2.0); + EXPECT_FLOAT_EQ(result2.y, -2.0); + + Vector2<long> result3 = long_vec1 - long_vec2; + EXPECT_EQ(result3.x, -2); + EXPECT_EQ(result3.y, -2); + + Vector2<float> result4 = float_vec1 - float_vec2; + EXPECT_FLOAT_EQ(result4.x, -2.0f); + EXPECT_FLOAT_EQ(result4.y, -2.0f); +} + +TEST_F(Vector2Test, SubtractScalar) { + Vector2<int> result = int_vec1 - 1; + EXPECT_EQ(result.x, 0); + EXPECT_EQ(result.y, 1); + + Vector2<double> result2 = double_vec1 - 1.0; + EXPECT_FLOAT_EQ(result2.x, 0.0); + EXPECT_FLOAT_EQ(result2.y, 1.0); + + Vector2<long> result3 = long_vec1 - 1; + EXPECT_EQ(result3.x, 0); + EXPECT_EQ(result3.y, 1); + + Vector2<float> result4 = float_vec1 - 1.0f; + EXPECT_FLOAT_EQ(result4.x, 0.0f); + EXPECT_FLOAT_EQ(result4.y, 1.0f); +} + +TEST_F(Vector2Test, Add) { + Vector2<int> result = int_vec1 + int_vec2; + EXPECT_EQ(result.x, 4); + EXPECT_EQ(result.y, 6); + + Vector2<double> result2 = double_vec1 + double_vec2; + EXPECT_FLOAT_EQ(result2.x, 4.0); + EXPECT_FLOAT_EQ(result2.y, 6.0); + + Vector2<long> result3 = long_vec1 + long_vec2; + EXPECT_EQ(result3.x, 4); + EXPECT_EQ(result3.y, 6); + + Vector2<float> result4 = float_vec1 + float_vec2; + EXPECT_FLOAT_EQ(result4.x, 4.0f); + EXPECT_FLOAT_EQ(result4.y, 6.0f); +} + +TEST_F(Vector2Test, AddScalar) { + Vector2<int> result = int_vec1 + 1; + EXPECT_EQ(result.x, 2); + EXPECT_EQ(result.y, 3); + + Vector2<double> result2 = double_vec1 + 1.0; + EXPECT_FLOAT_EQ(result2.x, 2.0); + EXPECT_FLOAT_EQ(result2.y, 3.0); + + Vector2<long> result3 = long_vec1 + 1; + EXPECT_EQ(result3.x, 2); + EXPECT_EQ(result3.y, 3); + + Vector2<float> result4 = float_vec1 + 1.0f; + EXPECT_FLOAT_EQ(result4.x, 2.0f); + EXPECT_FLOAT_EQ(result4.y, 3.0f); +} + +TEST_F(Vector2Test, Multiply) { + Vector2<int> result = int_vec1 * int_vec2; + EXPECT_EQ(result.x, 3); + EXPECT_EQ(result.y, 8); + + Vector2<double> result2 = double_vec1 * double_vec2; + EXPECT_FLOAT_EQ(result2.x, 3.0); + EXPECT_FLOAT_EQ(result2.y, 8.0); + + Vector2<long> result3 = long_vec1 * long_vec2; + EXPECT_EQ(result3.x, 3); + EXPECT_EQ(result3.y, 8); + + Vector2<float> result4 = float_vec1 * float_vec2; + EXPECT_FLOAT_EQ(result4.x, 3.0f); + EXPECT_FLOAT_EQ(result4.y, 8.0f); +} + +TEST_F(Vector2Test, MultiplyScalar) { + Vector2<int> result = int_vec1 * 2; + EXPECT_EQ(result.x, 2); + EXPECT_EQ(result.y, 4); + + Vector2<double> result2 = double_vec1 * 2.0; + EXPECT_FLOAT_EQ(result2.x, 2.0); + EXPECT_FLOAT_EQ(result2.y, 4.0); + + Vector2<long> result3 = long_vec1 * 2; + EXPECT_EQ(result3.x, 2); + EXPECT_EQ(result3.y, 4); + + Vector2<float> result4 = float_vec1 * 2.0f; + EXPECT_FLOAT_EQ(result4.x, 2.0f); + EXPECT_FLOAT_EQ(result4.y, 4.0f); +} + +TEST_F(Vector2Test, Divide) { + Vector2<int> result = int_vec1 / int_vec2; + EXPECT_EQ(result.x, 0); + EXPECT_EQ(result.y, 0); + + Vector2<double> result2 = double_vec1 / double_vec2; + EXPECT_FLOAT_EQ(result2.x, 0.33333333333333331); + EXPECT_FLOAT_EQ(result2.y, 0.5); + + Vector2<long> result3 = long_vec1 / long_vec2; + EXPECT_EQ(result3.x, 0); + EXPECT_EQ(result3.y, 0); + + Vector2<float> result4 = float_vec1 / float_vec2; + EXPECT_FLOAT_EQ(result4.x, 0.333333343f); + EXPECT_FLOAT_EQ(result4.y, 0.5f); +} + +TEST_F(Vector2Test, DivideScalar) { + Vector2<int> result = int_vec1 / 2; + EXPECT_EQ(result.x, 0); + EXPECT_EQ(result.y, 1); + + Vector2<double> result2 = double_vec1 / 2.0; + EXPECT_FLOAT_EQ(result2.x, 0.5); + EXPECT_FLOAT_EQ(result2.y, 1.0); + + Vector2<long> result3 = long_vec1 / 2; + EXPECT_EQ(result3.x, 0); + EXPECT_EQ(result3.y, 1); + + Vector2<float> result4 = float_vec1 / 2.0f; + EXPECT_FLOAT_EQ(result4.x, 0.5f); + EXPECT_FLOAT_EQ(result4.y, 1.0f); +} + +TEST_F(Vector2Test, AddChain) { + Vector2<int> result = int_vec1; + result += int_vec2; + EXPECT_EQ(result.x, 4); + EXPECT_EQ(result.y, 6); + + Vector2<double> result2 = double_vec1; + result2 += double_vec2; + EXPECT_FLOAT_EQ(result2.x, 4.0); + EXPECT_FLOAT_EQ(result2.y, 6.0); + + Vector2<long> result3 = long_vec1; + result3 += long_vec2; + EXPECT_EQ(result3.x, 4); + EXPECT_EQ(result3.y, 6); + + Vector2<float> result4 = float_vec1; + result4 += float_vec2; + EXPECT_FLOAT_EQ(result4.x, 4.0f); + EXPECT_FLOAT_EQ(result4.y, 6.0f); +} + +TEST_F(Vector2Test, AddScalarChain) { + Vector2<int> result = int_vec1; + result += 1; + EXPECT_EQ(result.x, 2); + EXPECT_EQ(result.y, 3); + + Vector2<double> result2 = double_vec1; + result2 += 1.0; + EXPECT_FLOAT_EQ(result2.x, 2.0); + EXPECT_FLOAT_EQ(result2.y, 3.0); + + Vector2<long> result3 = long_vec1; + result3 += 1; + EXPECT_EQ(result3.x, 2); + EXPECT_EQ(result3.y, 3); + + Vector2<float> result4 = float_vec1; + result4 += 1.0f; + EXPECT_FLOAT_EQ(result4.x, 2.0f); + EXPECT_FLOAT_EQ(result4.y, 3.0f); +} + +TEST_F(Vector2Test, SubtractChain) { + Vector2<int> result = int_vec1; + result -= int_vec2; + EXPECT_EQ(result.x, -2); + EXPECT_EQ(result.y, -2); + + Vector2<double> result2 = double_vec1; + result2 -= double_vec2; + EXPECT_FLOAT_EQ(result2.x, -2.0); + EXPECT_FLOAT_EQ(result2.y, -2.0); + + Vector2<long> result3 = long_vec1; + result3 -= long_vec2; + EXPECT_EQ(result3.x, -2); + EXPECT_EQ(result3.y, -2); + + Vector2<float> result4 = float_vec1; + result4 -= float_vec2; + EXPECT_FLOAT_EQ(result4.x, -2.0f); + EXPECT_FLOAT_EQ(result4.y, -2.0f); +} + +TEST_F(Vector2Test, SubtractScalarChain) { + Vector2<int> result = int_vec1; + result -= 1; + EXPECT_EQ(result.x, 0); + EXPECT_EQ(result.y, 1); + + Vector2<double> result2 = double_vec1; + result2 -= 1.0; + EXPECT_FLOAT_EQ(result2.x, 0.0); + EXPECT_FLOAT_EQ(result2.y, 1.0); + + Vector2<long> result3 = long_vec1; + result3 -= 1; + EXPECT_EQ(result3.x, 0); + EXPECT_EQ(result3.y, 1); + + Vector2<float> result4 = float_vec1; + result4 -= 1.0f; + EXPECT_FLOAT_EQ(result4.x, 0.0f); + EXPECT_FLOAT_EQ(result4.y, 1.0f); +} + +TEST_F(Vector2Test, MultiplyChain) { + Vector2<int> result = int_vec1; + result *= int_vec2; + EXPECT_EQ(result.x, 3); + EXPECT_EQ(result.y, 8); + + Vector2<double> result2 = double_vec1; + result2 *= double_vec2; + EXPECT_FLOAT_EQ(result2.x, 3.0); + EXPECT_FLOAT_EQ(result2.y, 8.0); + + Vector2<long> result3 = long_vec1; + result3 *= long_vec2; + EXPECT_EQ(result3.x, 3); + EXPECT_EQ(result3.y, 8); + + Vector2<float> result4 = float_vec1; + result4 *= float_vec2; + EXPECT_FLOAT_EQ(result4.x, 3.0f); + EXPECT_FLOAT_EQ(result4.y, 8.0f); +} + +TEST_F(Vector2Test, MultiplyScalarChain) { + Vector2<int> result = int_vec1; + result *= 2; + EXPECT_EQ(result.x, 2); + EXPECT_EQ(result.y, 4); + + Vector2<double> result2 = double_vec1; + result2 *= 2.0; + EXPECT_FLOAT_EQ(result2.x, 2.0); + EXPECT_FLOAT_EQ(result2.y, 4.0); + + Vector2<long> result3 = long_vec1; + result3 *= 2; + EXPECT_EQ(result3.x, 2); + EXPECT_EQ(result3.y, 4); + + Vector2<float> result4 = float_vec1; + result4 *= 2.0f; + EXPECT_FLOAT_EQ(result4.x, 2.0f); + EXPECT_FLOAT_EQ(result4.y, 4.0f); +} + +TEST_F(Vector2Test, DivideChain) { + Vector2<int> result = int_vec1; + result /= int_vec2; + EXPECT_EQ(result.x, 0); + EXPECT_EQ(result.y, 0); + + Vector2<double> result2 = double_vec1; + result2 /= double_vec2; + EXPECT_FLOAT_EQ(result2.x, 0.33333333333333331); + EXPECT_FLOAT_EQ(result2.y, 0.5); + + Vector2<long> result3 = long_vec1; + result3 /= long_vec2; + EXPECT_EQ(result3.x, 0); + EXPECT_EQ(result3.y, 0); + + Vector2<float> result4 = float_vec1; + result4 /= float_vec2; + EXPECT_FLOAT_EQ(result4.x, 0.333333343f); + EXPECT_FLOAT_EQ(result4.y, 0.5f); +} + +TEST_F(Vector2Test, DivideScalarChain) { + Vector2<int> result = int_vec1; + result /= 2; + EXPECT_EQ(result.x, 0); + EXPECT_EQ(result.y, 1); + + Vector2<double> result2 = double_vec1; + result2 /= 2.0; + EXPECT_FLOAT_EQ(result2.x, 0.5); + EXPECT_FLOAT_EQ(result2.y, 1.0); + + Vector2<long> result3 = long_vec1; + result3 /= 2; + EXPECT_EQ(result3.x, 0); + EXPECT_EQ(result3.y, 1); + + Vector2<float> result4 = float_vec1; + result4 /= 2.0f; + EXPECT_FLOAT_EQ(result4.x, 0.5f); + EXPECT_FLOAT_EQ(result4.y, 1.0f); +} + +TEST_F(Vector2Test, Negatation) { + Vector2<int> result = -int_vec1; + EXPECT_EQ(result.x, -1); + EXPECT_EQ(result.y, -2); + + Vector2<double> result2 = -double_vec1; + EXPECT_FLOAT_EQ(result2.x, -1.0); + EXPECT_FLOAT_EQ(result2.y, -2.0); + + Vector2<long> result3 = -long_vec1; + EXPECT_EQ(result3.x, -1); + EXPECT_EQ(result3.y, -2); + + Vector2<float> result4 = -float_vec1; + EXPECT_FLOAT_EQ(result4.x, -1.0f); + EXPECT_FLOAT_EQ(result4.y, -2.0f); +} + +TEST_F(Vector2Test, Equals) { + EXPECT_TRUE(int_vec1 == int_vec1); + EXPECT_FALSE(int_vec1 == int_vec2); + EXPECT_TRUE(double_vec1 == double_vec1); + EXPECT_FALSE(double_vec1 == double_vec2); + EXPECT_TRUE(long_vec1 == long_vec1); + EXPECT_FALSE(long_vec1 == long_vec2); +} + +TEST_F(Vector2Test, NotEquals) { + EXPECT_FALSE(int_vec1 != int_vec1); + EXPECT_TRUE(int_vec1 != int_vec2); + EXPECT_FALSE(double_vec1 != double_vec1); + EXPECT_TRUE(double_vec1 != double_vec2); + EXPECT_FALSE(long_vec1 != long_vec1); + EXPECT_TRUE(long_vec1 != long_vec2); +} |