From 82984170c668c5e936899cdd227ac8ceb0644e60 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20GUEZO?= Date: Fri, 21 Mar 2025 09:07:58 +0100 Subject: [PATCH] fix(test_vec): rework all tests --- test/test_vec.c | 112 +++++++++++++++++++++--------------------------- 1 file changed, 48 insertions(+), 64 deletions(-) diff --git a/test/test_vec.c b/test/test_vec.c index a9b0363..1a338f9 100644 --- a/test/test_vec.c +++ b/test/test_vec.c @@ -5,12 +5,12 @@ #include "math/vector.h" #include "test_vec.h" -void printVector3(const Vec3* v) { - printf("Vec3: [%f, %f, %f]\n", v->x, v->y, v->z); +void printVector3(const Vec3 v) { + printf("Vec3: [%f, %f, %f]\n", v.x, v.y, v.z); } -void printVector4(const Vec4* v) { - printf("Vec4: [%f, %f, %f, %f]\n", v->x, v->y, v->z, v->w); +void printVector4(const Vec4 v) { + printf("Vec4: [%f, %f, %f, %f]\n", v.x, v.y, v.z, v.w); } // --- Tests Vec3 --- @@ -18,10 +18,9 @@ void addVector3_test() { printf("Running addVector3_test...\n"); Vec3 a = {1, 2, 3}; Vec3 b = {4, 5, 6}; - Vec3* r = vec3Add(&a, &b); + Vec3 r = vec3Add(a, b); printVector3(r); - assert(r->x == 5 && r->y == 7 && r->z == 9); - vec3Free(r); + assert(r.x == 5 && r.y == 7 && r.z == 9); printf("Finished addVector3_test!\n\n"); } @@ -29,20 +28,18 @@ void subVector3_test() { printf("Running subVector3_test...\n"); Vec3 a = {5, 6, 7}; Vec3 b = {1, 2, 3}; - Vec3* r = vec3Sub(&a, &b); + Vec3 r = vec3Sub(a, b); printVector3(r); - assert(r->x == 4 && r->y == 4 && r->z == 4); - vec3Free(r); + assert(r.x == 4 && r.y == 4 && r.z == 4); printf("Finished subVector3_test!\n\n"); } void scalVector3_test() { printf("Running scaleVector3_test...\n"); Vec3 a = {1, 2, 3}; - Vec3* r = vec3Scale(&a, 2); + Vec3 r = vec3Scale(a, 2); printVector3(r); - assert(r->x == 2 && r->y == 4 && r->z == 6); - vec3Free(r); + assert(r.x == 2 && r.y == 4 && r.z == 6); printf("Finished scaleVector3_test!\n\n"); } @@ -50,7 +47,7 @@ void dotVector3_test() { printf("Running dotVector3_test...\n"); Vec3 a = {1, 2, 3}; Vec3 b = {4, 5, 6}; - float result = vec3Dot(&a, &b); + float result = vec3Dot(a, b); printf("Dot product: %f\n", result); assert(result == 32); printf("Finished dotVector3_test!\n\n"); @@ -59,7 +56,7 @@ void dotVector3_test() { void lenVector3_test() { printf("Running lenVector3_test...\n"); Vec3 a = {1, 2, 2}; - float result = vec3Len(&a); + float result = vec3Len(a); printf("Length: %f\n", result); assert(fabs(result - 3) < 0.0001f); printf("Finished lenVector3_test!\n\n"); @@ -68,11 +65,10 @@ void lenVector3_test() { void normVector3_test() { printf("Running normVector3_test...\n"); Vec3 a = {3, 4, 0}; - Vec3* r = vec3Norm(&a); + Vec3 r = vec3Norm(a); printVector3(r); - assert(fabs(r->x - 0.6f) < 0.0001f); - assert(fabs(r->y - 0.8f) < 0.0001f); - vec3Free(r); + assert(fabs(r.x - 0.6f) < 0.0001f); + assert(fabs(r.y - 0.8f) < 0.0001f); printf("Finished normVector3_test!\n\n"); } @@ -80,10 +76,9 @@ void lerpVector3_test() { printf("Running lerpVector3_test...\n"); Vec3 a = {0, 0, 0}; Vec3 b = {10, 10, 10}; - Vec3* r = vec3Lerp(&a, &b, 0.5f); + Vec3 r = vec3Lerp(a, b, 0.5f); printVector3(r); - assert(r->x == 5 && r->y == 5 && r->z == 5); - vec3Free(r); + assert(r.x == 5 && r.y == 5 && r.z == 5); printf("Finished lerpVector3_test!\n\n"); } @@ -91,10 +86,9 @@ void crosVector3_test() { printf("Running crosVector3_test...\n"); Vec3 a = {1, 0, 0}; Vec3 b = {0, 1, 0}; - Vec3* r = vec3Cross(&a, &b); + Vec3 r = vec3Cross(a, b); printVector3(r); - assert(r->x == 0 && r->y == 0 && r->z == 1); - vec3Free(r); + assert(r.x == 0 && r.y == 0 && r.z == 1); printf("Finished crosVector3_test!\n\n"); } @@ -102,7 +96,7 @@ void anglVector3_test() { printf("Running anglVector3_test...\n"); Vec3 a = {1, 0, 0}; Vec3 b = {0, 1, 0}; - float result = vec3Angle(&a, &b); + float result = vec3Angle(a, b); printf("Angle: %f radians\n", result); assert(fabs(result - (M_PI / 2)) < 0.0001f); printf("Finished anglVector3_test!\n\n"); @@ -112,10 +106,9 @@ void projVector3_test() { printf("Running projVector3_test...\n"); Vec3 a = {3, 4, 0}; Vec3 b = {1, 0, 0}; - Vec3* r = vec3Proj(&a, &b); + Vec3 r = vec3Proj(a, b); printVector3(r); - assert(r->x == 3 && r->y == 0 && r->z == 0); - vec3Free(r); + assert(r.x == 3 && r.y == 0 && r.z == 0); printf("Finished projVector3_test!\n\n"); } @@ -123,10 +116,9 @@ void reflVector3_test() { printf("Running reflVector3_test...\n"); Vec3 v = {1, -1, 0}; Vec3 normal = {0, 1, 0}; - Vec3* r = vec3Refl(&v, &normal); + Vec3 r = vec3Refl(v, normal); printVector3(r); - assert(r->x == 1 && r->y == 1 && r->z == 0); - vec3Free(r); + assert(r.x == 1 && r.y == 1 && r.z == 0); printf("Finished reflVector3_test!\n\n"); } @@ -134,7 +126,7 @@ void distVector3_test() { printf("Running distVector3_test...\n"); Vec3 a = {1, 2, 3}; Vec3 b = {4, 5, 6}; - float result = vec3Dist(&a, &b); + float result = vec3Dist(a, b); printf("Distance: %f\n", result); assert(fabs(result - 5.1962f) < 0.0001f); printf("Finished distVector3_test!\n\n"); @@ -146,14 +138,13 @@ void rotaVector3_test() { Vec3 v = {1.0f, 0.0f, 0.0f}; Vec3 axis = {0.0f, 0.0f, 1.0f}; float angle = M_PI / 2.0f; - Vec3* result = vec3Rotate(&v, &axis, angle); + Vec3 result = vec3Rotate(v, axis, angle); printVector3(result); - assert(fabs(result->x - 0.0f) < 0.0001f); - assert(fabs(result->y - 1.0f) < 0.0001f); - assert(fabs(result->z - 0.0f) < 0.0001f); + assert(fabs(result.x - 0.0f) < 0.0001f); + assert(fabs(result.y - 1.0f) < 0.0001f); + assert(fabs(result.z - 0.0f) < 0.0001f); - vec3Free(result); printf("Finished RotateVector3_test!\n\n"); } @@ -163,10 +154,9 @@ void addVector4_test() { printf("Running addVector4_test...\n"); Vec4 a = {1, 2, 3, 4}; Vec4 b = {4, 5, 6, 7}; - Vec4* r = vec4Add(&a, &b); + Vec4 r = vec4Add(a, b); printVector4(r); - assert(r->x == 5 && r->y == 7 && r->z == 9 && r->w == 11); - vec4Free(r); + assert(r.x == 5 && r.y == 7 && r.z == 9 && r.w == 11); printf("Finished addVector4_test!\n\n"); } @@ -174,20 +164,18 @@ void subVector4_test() { printf("Running subVector4_test...\n"); Vec4 a = {5, 6, 7, 8}; Vec4 b = {1, 2, 3, 4}; - Vec4* r = vec4Sub(&a, &b); + Vec4 r = vec4Sub(a, b); printVector4(r); - assert(r->x == 4 && r->y == 4 && r->z == 4 && r->w == 4); - vec4Free(r); + assert(r.x == 4 && r.y == 4 && r.z == 4 && r.w == 4); printf("Finished subVector4_test!\n\n"); } void scaleVector4_test() { printf("Running scaleVector4_test...\n"); Vec4 a = {1, 2, 3, 4}; - Vec4* r = vec4Scale(&a, 2); + Vec4 r = vec4Scale(a, 2); printVector4(r); - assert(r->x == 2 && r->y == 4 && r->z == 6 && r->w == 8); - vec4Free(r); + assert(r.x == 2 && r.y == 4 && r.z == 6 && r.w == 8); printf("Finished scaleVector4_test!\n\n"); } @@ -195,7 +183,7 @@ void dotVector4_test() { printf("Running dotVector4_test...\n"); Vec4 a = {1, 2, 3, 4}; Vec4 b = {4, 5, 6, 7}; - float result = vec4Dot(&a, &b); + float result = vec4Dot(a, b); printf("Dot product: %f\n", result); assert(result == (1 * 4 + 2 * 5 + 3 * 6 + 4 * 7)); printf("Finished dotVector4_test!\n\n"); @@ -204,7 +192,7 @@ void dotVector4_test() { void lenVector4_test() { printf("Running lenVector4_test...\n"); Vec4 a = {1, 2, 2, 1}; - float result = vec4Len(&a); + float result = vec4Len(a); printf("Length: %f\n", result); assert(fabs(result - sqrtf(10)) < 0.0001f); printf("Finished lenVector4_test!\n\n"); @@ -213,11 +201,10 @@ void lenVector4_test() { void normVector4_test() { printf("Running normVector4_test...\n"); Vec4 a = {3, 4, 0, 0}; - Vec4* r = vec4Norm(&a); + Vec4 r = vec4Norm(a); printVector4(r); - assert(fabs(r->x - (3.0f / 5.0f)) < 0.0001f); - assert(fabs(r->y - (4.0f / 5.0f)) < 0.0001f); - vec4Free(r); + assert(fabs(r.x - (3.0f / 5.0f)) < 0.0001f); + assert(fabs(r.y - (4.0f / 5.0f)) < 0.0001f); printf("Finished normVector4_test!\n\n"); } @@ -225,10 +212,9 @@ void lerpVector4_test() { printf("Running lerpVector4_test...\n"); Vec4 a = {0, 0, 0, 0}; Vec4 b = {10, 10, 10, 10}; - Vec4* r = vec4Lerp(&a, &b, 0.5f); + Vec4 r = vec4Lerp(a, b, 0.5f); printVector4(r); - assert(r->x == 5 && r->y == 5 && r->z == 5 && r->w == 5); - vec4Free(r); + assert(r.x == 5 && r.y == 5 && r.z == 5 && r.w == 5); printf("Finished lerpVector4_test!\n\n"); } @@ -236,7 +222,7 @@ void distVector4_test() { printf("Running distVector4_test...\n"); Vec4 a = {1, 2, 3, 4}; Vec4 b = {4, 5, 6, 7}; - float result = vec4Dist(&a, &b); + float result = vec4Dist(a, b); printf("Distance: %f\n", result); assert(fabs(result - sqrtf(36)) < 0.0001f); printf("Finished distVector4_test!\n\n"); @@ -246,7 +232,7 @@ void anglVector4_test() { printf("Running anglVector4_test...\n"); Vec4 a = {1, 0, 0, 0}; Vec4 b = {0, 1, 0, 0}; - float result = vec4Angle(&a, &b); + float result = vec4Angle(a, b); printf("Angle: %f radians\n", result); assert(fabs(result - (M_PI / 2)) < 0.0001f); printf("Finished anglVector4_test!\n\n"); @@ -256,10 +242,9 @@ void projVector4_test() { printf("Running projVector4_test...\n"); Vec4 a = {3, 4, 0, 0}; Vec4 b = {1, 0, 0, 0}; - Vec4* r = vec4Proj(&a, &b); + Vec4 r = vec4Proj(a, b); printVector4(r); - assert(r->x == 3 && r->y == 0 && r->z == 0 && r->w == 0); - vec4Free(r); + assert(r.x == 3 && r.y == 0 && r.z == 0 && r.w == 0); printf("Finished projVector4_test!\n\n"); } @@ -267,9 +252,8 @@ void reflVector4_test() { printf("Running reflVector4_test...\n"); Vec4 v = {1, -1, 0, 0}; Vec4 normal = {0, 1, 0, 0}; - Vec4* r = vec4Refl(&v, &normal); + Vec4 r = vec4Refl(v, normal); printVector4(r); - assert(r->x == 1 && r->y == 1 && r->z == 0 && r->w == 0); - vec4Free(r); + assert(r.x == 1 && r.y == 1 && r.z == 0 && r.w == 0); printf("Finished reflVector4_test!\n\n"); } \ No newline at end of file