Refactored file layout because platformio failed to find things

This commit is contained in:
2025-02-08 23:57:43 -05:00
parent 2385446ac5
commit f51afb42e0
15 changed files with 91 additions and 125 deletions

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@@ -1,4 +1,59 @@
add_subdirectory(Matrix)
add_subdirectory(Quaternion)
add_subdirectory(Vector3D)
# Quaternion Interface
add_library(vector-3d-intf
INTERFACE
)
target_include_directories(vector-3d-intf
INTERFACE
.
)
target_link_libraries(vector-3d-intf
INTERFACE
)
# Quaternion
add_library(quaternion
STATIC
Quaternion.cpp
)
target_link_libraries(quaternion
PUBLIC
vector-3d-intf
PRIVATE
)
set_target_properties(quaternion
PROPERTIES
LINKER_LANGUAGE CXX
)
# Vector3d
add_library(vector-3d
STATIC
Vector3D.cpp
)
target_link_libraries(vector-3d
PUBLIC
vector-3d-intf
PRIVATE
)
# Matrix
add_library(matrix
STATIC
Matrix.cpp
)
target_link_libraries(matrix
PUBLIC
vector-3d-intf
PRIVATE
)
set_target_properties(matrix
PROPERTIES
LINKER_LANGUAGE CXX
)

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@@ -1,35 +0,0 @@
# Matrix Interface
add_library(matrix-intf
INTERFACE
)
target_include_directories(matrix-intf
INTERFACE
.
)
# Matrix
add_library(matrix
STATIC
Matrix.cpp
)
target_link_libraries(matrix
PUBLIC
matrix-intf
PRIVATE
)
set_target_properties(matrix
PROPERTIES
LINKER_LANGUAGE CXX
)
# matrix tests
add_executable(matrix-tests unit-tests/matrix-tests.cpp)
target_link_libraries(matrix-tests
PRIVATE
matrix-intf
Catch2::Catch2WithMain
)

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@@ -1,458 +0,0 @@
// include the unit test framework first
#include <catch2/catch_test_macros.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp>
// include the module you're going to test next
#include "Matrix.hpp"
// any other libraries
#include <array>
#include <cmath>
#include <iostream>
TEST_CASE("Elementary Matrix Operations", "Matrix")
{
std::array<float, 4> arr2{5, 6, 7, 8};
Matrix<2, 2> mat1{1, 2, 3, 4};
Matrix<2, 2> mat2{arr2};
Matrix<2, 2> mat3{};
SECTION("Initialization")
{
// array initialization
REQUIRE(mat1.Get(0, 0) == 1);
REQUIRE(mat1.Get(0, 1) == 2);
REQUIRE(mat1.Get(1, 0) == 3);
REQUIRE(mat1.Get(1, 1) == 4);
// empty initialization
REQUIRE(mat3.Get(0, 0) == 0);
REQUIRE(mat3.Get(0, 1) == 0);
REQUIRE(mat3.Get(1, 0) == 0);
REQUIRE(mat3.Get(1, 1) == 0);
// template pack initialization
REQUIRE(mat2.Get(0, 0) == 5);
REQUIRE(mat2.Get(0, 1) == 6);
REQUIRE(mat2.Get(1, 0) == 7);
REQUIRE(mat2.Get(1, 1) == 8);
// large matrix
Matrix<255, 255> mat6{};
mat6.Fill(4);
for (uint8_t row{0}; row < 255; row++)
{
for (uint8_t column{0}; column < 255; column++)
{
REQUIRE(mat6.Get(row, column) == 4);
}
}
}
SECTION("Fill")
{
mat1.Fill(0);
REQUIRE(mat1.Get(0, 0) == 0);
REQUIRE(mat1.Get(0, 1) == 0);
REQUIRE(mat1.Get(1, 0) == 0);
REQUIRE(mat1.Get(1, 1) == 0);
mat2.Fill(100000);
REQUIRE(mat2.Get(0, 0) == 100000);
REQUIRE(mat2.Get(0, 1) == 100000);
REQUIRE(mat2.Get(1, 0) == 100000);
REQUIRE(mat2.Get(1, 1) == 100000);
mat3.Fill(-20);
REQUIRE(mat3.Get(0, 0) == -20);
REQUIRE(mat3.Get(0, 1) == -20);
REQUIRE(mat3.Get(1, 0) == -20);
REQUIRE(mat3.Get(1, 1) == -20);
}
SECTION("Addition")
{
std::string strBuf1 = "";
mat1.ToString(strBuf1);
std::cout << "Matrix 1:\n"
<< strBuf1 << std::endl;
mat1.Add(mat2, mat3);
REQUIRE(mat3.Get(0, 0) == 6);
REQUIRE(mat3.Get(0, 1) == 8);
REQUIRE(mat3.Get(1, 0) == 10);
REQUIRE(mat3.Get(1, 1) == 12);
// try out addition with overloaded operators
mat3.Fill(0);
mat3 = mat1 + mat2;
REQUIRE(mat3.Get(0, 0) == 6);
REQUIRE(mat3.Get(0, 1) == 8);
REQUIRE(mat3.Get(1, 0) == 10);
REQUIRE(mat3.Get(1, 1) == 12);
}
SECTION("Subtraction")
{
mat1.Sub(mat2, mat3);
REQUIRE(mat3.Get(0, 0) == -4);
REQUIRE(mat3.Get(0, 1) == -4);
REQUIRE(mat3.Get(1, 0) == -4);
REQUIRE(mat3.Get(1, 1) == -4);
// try out subtraction with operators
mat3.Fill(0);
mat3 = mat1 - mat2;
REQUIRE(mat3.Get(0, 0) == -4);
REQUIRE(mat3.Get(0, 1) == -4);
REQUIRE(mat3.Get(1, 0) == -4);
REQUIRE(mat3.Get(1, 1) == -4);
}
SECTION("Multiplication")
{
mat1.Mult(mat2, mat3);
REQUIRE(mat3.Get(0, 0) == 19);
REQUIRE(mat3.Get(0, 1) == 22);
REQUIRE(mat3.Get(1, 0) == 43);
REQUIRE(mat3.Get(1, 1) == 50);
// try out multiplication with operators
mat3.Fill(0);
mat3 = mat1 * mat2;
REQUIRE(mat3.Get(0, 0) == 19);
REQUIRE(mat3.Get(0, 1) == 22);
REQUIRE(mat3.Get(1, 0) == 43);
REQUIRE(mat3.Get(1, 1) == 50);
// TODO: You need to add non-square multiplications to this.
}
SECTION("Scalar Multiplication")
{
mat1.Mult(2, mat3);
REQUIRE(mat3.Get(0, 0) == 2);
REQUIRE(mat3.Get(0, 1) == 4);
REQUIRE(mat3.Get(1, 0) == 6);
REQUIRE(mat3.Get(1, 1) == 8);
}
SECTION("Element Multiply")
{
mat1.ElementMultiply(mat2, mat3);
REQUIRE(mat3.Get(0, 0) == 5);
REQUIRE(mat3.Get(0, 1) == 12);
REQUIRE(mat3.Get(1, 0) == 21);
REQUIRE(mat3.Get(1, 1) == 32);
}
SECTION("Element Divide")
{
mat1.ElementDivide(mat2, mat3);
REQUIRE_THAT(mat3.Get(0, 0), Catch::Matchers::WithinRel(0.2f, 1e-6f));
REQUIRE_THAT(mat3.Get(0, 1), Catch::Matchers::WithinRel(0.3333333f, 1e-6f));
REQUIRE_THAT(mat3.Get(1, 0), Catch::Matchers::WithinRel(0.4285714f, 1e-6f));
REQUIRE_THAT(mat3.Get(1, 1), Catch::Matchers::WithinRel(0.5f, 1e-6f));
}
SECTION("Minor Matrix")
{
// what about matrices of 0,0 or 1,1?
// minor matrix for 2x2 matrix
Matrix<1, 1> minorMat1{};
mat1.MinorMatrix(minorMat1, 0, 0);
REQUIRE(minorMat1.Get(0, 0) == 4);
mat1.MinorMatrix(minorMat1, 0, 1);
REQUIRE(minorMat1.Get(0, 0) == 3);
mat1.MinorMatrix(minorMat1, 1, 0);
REQUIRE(minorMat1.Get(0, 0) == 2);
mat1.MinorMatrix(minorMat1, 1, 1);
REQUIRE(minorMat1.Get(0, 0) == 1);
// minor matrix for 3x3 matrix
Matrix<3, 3> mat4{1, 2, 3, 4, 5, 6, 7, 8, 9};
Matrix<2, 2> minorMat4{};
mat4.MinorMatrix(minorMat4, 0, 0);
REQUIRE(minorMat4.Get(0, 0) == 5);
REQUIRE(minorMat4.Get(0, 1) == 6);
REQUIRE(minorMat4.Get(1, 0) == 8);
REQUIRE(minorMat4.Get(1, 1) == 9);
mat4.MinorMatrix(minorMat4, 1, 1);
REQUIRE(minorMat4.Get(0, 0) == 1);
REQUIRE(minorMat4.Get(0, 1) == 3);
REQUIRE(minorMat4.Get(1, 0) == 7);
REQUIRE(minorMat4.Get(1, 1) == 9);
mat4.MinorMatrix(minorMat4, 2, 2);
REQUIRE(minorMat4.Get(0, 0) == 1);
REQUIRE(minorMat4.Get(0, 1) == 2);
REQUIRE(minorMat4.Get(1, 0) == 4);
REQUIRE(minorMat4.Get(1, 1) == 5);
}
SECTION("Determinant")
{
float det1 = mat1.Det();
REQUIRE_THAT(det1, Catch::Matchers::WithinRel(-2.0F, 1e-6f));
Matrix<3, 3> mat4{1, 2, 3, 4, 5, 6, 7, 8, 9};
float det4 = mat4.Det();
REQUIRE_THAT(det4, Catch::Matchers::WithinRel(0.0F, 1e-6f));
Matrix<3, 3> mat5{1, 0, 0, 0, 2, 0, 0, 0, 3};
float det5 = mat5.Det();
REQUIRE_THAT(det5, Catch::Matchers::WithinRel(6.0F, 1e-6f));
}
SECTION("Matrix of Minors")
{
mat1.MatrixOfMinors(mat3);
REQUIRE_THAT(mat3.Get(0, 0), Catch::Matchers::WithinRel(4.0F, 1e-6f));
REQUIRE_THAT(mat3.Get(0, 1), Catch::Matchers::WithinRel(3.0F, 1e-6f));
REQUIRE_THAT(mat3.Get(1, 0), Catch::Matchers::WithinRel(2.0F, 1e-6f));
REQUIRE_THAT(mat3.Get(1, 1), Catch::Matchers::WithinRel(1.0F, 1e-6f));
Matrix<3, 3> mat4{1, 2, 3, 4, 5, 6, 7, 8, 9};
Matrix<3, 3> mat5{0};
mat4.MatrixOfMinors(mat5);
REQUIRE_THAT(mat5.Get(0, 0), Catch::Matchers::WithinRel(-3.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(0, 1), Catch::Matchers::WithinRel(-6.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(0, 2), Catch::Matchers::WithinRel(-3.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(1, 0), Catch::Matchers::WithinRel(-6.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(1, 1), Catch::Matchers::WithinRel(-12.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(1, 2), Catch::Matchers::WithinRel(-6.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(2, 0), Catch::Matchers::WithinRel(-3.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(2, 1), Catch::Matchers::WithinRel(-6.0F, 1e-6f));
REQUIRE_THAT(mat5.Get(2, 2), Catch::Matchers::WithinRel(-3.0F, 1e-6f));
}
SECTION("Invert")
{
mat1.Invert(mat3);
REQUIRE_THAT(mat3.Get(0, 0), Catch::Matchers::WithinRel(-2.0F, 1e-6f));
REQUIRE_THAT(mat3.Get(0, 1), Catch::Matchers::WithinRel(1.0F, 1e-6f));
REQUIRE_THAT(mat3.Get(1, 0), Catch::Matchers::WithinRel(1.5F, 1e-6f));
REQUIRE_THAT(mat3.Get(1, 1), Catch::Matchers::WithinRel(-0.5F, 1e-6f));
};
SECTION("Transpose")
{
// transpose a square matrix
mat1.Transpose(mat3);
REQUIRE(mat3.Get(0, 0) == 1);
REQUIRE(mat3.Get(0, 1) == 3);
REQUIRE(mat3.Get(1, 0) == 2);
REQUIRE(mat3.Get(1, 1) == 4);
// transpose a non-square matrix
Matrix<2, 3> mat4{1, 2, 3, 4, 5, 6};
Matrix<3, 2> mat5{};
mat4.Transpose(mat5);
REQUIRE(mat5.Get(0, 0) == 1);
REQUIRE(mat5.Get(0, 1) == 4);
REQUIRE(mat5.Get(1, 0) == 2);
REQUIRE(mat5.Get(1, 1) == 5);
REQUIRE(mat5.Get(2, 0) == 3);
REQUIRE(mat5.Get(2, 1) == 6);
}
SECTION("Normalize")
{
mat1.Normalize(mat3);
float sqrt_30{sqrt(30)};
REQUIRE(mat3.Get(0, 0) == 1 / sqrt_30);
REQUIRE(mat3.Get(0, 1) == 2 / sqrt_30);
REQUIRE(mat3.Get(1, 0) == 3 / sqrt_30);
REQUIRE(mat3.Get(1, 1) == 4 / sqrt_30);
Matrix<2, 1> mat4{-0.878877044, 2.92092276};
Matrix<2, 1> mat5{};
mat4.Normalize(mat5);
REQUIRE_THAT(mat5.Get(0, 0),
Catch::Matchers::WithinRel(-0.288129855179f, 1e-6f));
REQUIRE_THAT(mat5.Get(1, 0),
Catch::Matchers::WithinRel(0.957591346325f, 1e-6f));
}
SECTION("GET ROW")
{
Matrix<1, 2> mat1Rows{};
mat1.GetRow(0, mat1Rows);
REQUIRE(mat1Rows.Get(0, 0) == 1);
REQUIRE(mat1Rows.Get(0, 1) == 2);
mat1.GetRow(1, mat1Rows);
REQUIRE(mat1Rows.Get(0, 0) == 3);
REQUIRE(mat1Rows.Get(0, 1) == 4);
}
SECTION("GET COLUMN")
{
Matrix<2, 1> mat1Columns{};
mat1.GetColumn(0, mat1Columns);
REQUIRE(mat1Columns.Get(0, 0) == 1);
REQUIRE(mat1Columns.Get(1, 0) == 3);
mat1.GetColumn(1, mat1Columns);
REQUIRE(mat1Columns.Get(0, 0) == 2);
REQUIRE(mat1Columns.Get(1, 0) == 4);
}
}
// basically re-run all of the previous tests with huge matrices and time the
// results.
TEST_CASE("Timing Tests", "Matrix")
{
std::array<float, 50 * 50> arr1{};
for (uint16_t i{0}; i < 50 * 50; i++)
{
arr1[i] = i;
}
std::array<float, 50 * 50> arr2{5, 6, 7, 8};
for (uint16_t i{50 * 50}; i < 2 * 50 * 50; i++)
{
arr2[i] = i;
}
Matrix<50, 50> mat1{arr1};
Matrix<50, 50> mat2{arr2};
Matrix<50, 50> mat3{};
// A smaller matrix to use for really badly optimized operations
Matrix<4, 4> mat4{1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16};
Matrix<4, 4> mat5{};
SECTION("Addition")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat3 = mat1 + mat2;
}
}
SECTION("Subtraction")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat3 = mat1 - mat2;
}
}
SECTION("Multiplication")
{
for (uint32_t i{0}; i < 1000; i++)
{
mat3 = mat1 * mat2;
}
}
SECTION("Scalar Multiplication")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat3 = mat1 * 3;
}
}
SECTION("Element Multiply")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat1.ElementMultiply(mat2, mat3);
}
}
SECTION("Element Divide")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat1.ElementDivide(mat2, mat3);
}
}
SECTION("Minor Matrix")
{
// what about matrices of 0,0 or 1,1?
// minor matrix for 2x2 matrix
Matrix<49, 49> minorMat1{};
for (uint32_t i{0}; i < 10000; i++)
{
mat1.MinorMatrix(minorMat1, 0, 0);
}
}
SECTION("Determinant")
{
for (uint32_t i{0}; i < 100000; i++)
{
float det1 = mat4.Det();
}
}
SECTION("Matrix of Minors")
{
for (uint32_t i{0}; i < 100000; i++)
{
mat4.MatrixOfMinors(mat5);
}
}
SECTION("Invert")
{
for (uint32_t i{0}; i < 100000; i++)
{
mat4.Invert(mat5);
}
};
SECTION("Transpose")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat1.Transpose(mat3);
}
}
SECTION("Normalize")
{
for (uint32_t i{0}; i < 10000; i++)
{
mat1.Normalize(mat3);
}
}
SECTION("GET ROW")
{
Matrix<1, 50> mat1Rows{};
for (uint32_t i{0}; i < 1000000; i++)
{
mat1.GetRow(0, mat1Rows);
}
}
SECTION("GET COLUMN")
{
Matrix<50, 1> mat1Columns{};
for (uint32_t i{0}; i < 1000000; i++)
{
mat1.GetColumn(0, mat1Columns);
}
}
}

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@@ -49,7 +49,7 @@ Quaternion Quaternion::operator*(float scalar) const
Quaternion Quaternion::operator+(const Quaternion &other) const
{
return Quaternion{this->w * other.w, this->v1 * other.v1, this->v2 * other.v2, this->v3 * other.v3};
return Quaternion{this->w + other.w, this->v1 + other.v1, this->v2 + other.v2, this->v3 + other.v3};
}
Quaternion &
@@ -81,6 +81,10 @@ Quaternion &Quaternion::Rotate(Quaternion &other, Quaternion &buffer) const
void Quaternion::Normalize()
{
float magnitude = sqrt(this->v1 * this->v1 + this->v2 * this->v2 + this->v3 * this->v3 + this->w * this->w);
if (magnitude == 0)
{
return;
}
this->v1 /= magnitude;
this->v2 /= magnitude;
this->v3 /= magnitude;

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@@ -2,7 +2,6 @@
#define QUATERNION_H_
#include "Matrix.hpp"
class Quaternion : public Matrix<1, 4>
{
public:
@@ -70,7 +69,7 @@ public:
*/
void Normalize();
Matrix<3,3> ToRotationMatrix() const;
Matrix<3, 3> ToRotationMatrix() const;
// Give people an easy way to access the elements
float &w{matrix[0]};

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@@ -1,40 +0,0 @@
# Quaternion Interface
add_library(quaternion-intf
INTERFACE
)
target_include_directories(quaternion-intf
INTERFACE
.
)
target_link_libraries(quaternion-intf
INTERFACE
matrix-intf
)
# Quaternion
add_library(quaternion
STATIC
Quaternion.cpp
)
target_link_libraries(quaternion
PUBLIC
quaternion-intf
PRIVATE
)
set_target_properties(quaternion
PROPERTIES
LINKER_LANGUAGE CXX
)
# Quaternion tests
add_executable(quaternion-tests unit-tests/quaternion-tests.cpp)
target_link_libraries(quaternion-tests
PRIVATE
quaternion
Catch2::Catch2WithMain
)

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@@ -1,93 +0,0 @@
// include the unit test framework first
#include <catch2/catch_test_macros.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp>
// include the module you're going to test next
#include "Quaternion.h"
// any other libraries
#include <array>
#include <cmath>
#include <iostream>
TEST_CASE("Vector Math", "Vector")
{
Quaternion q1{1, 2, 3, 4};
Quaternion q2{5, 6, 7, 8};
SECTION("Initialization")
{
// explicit initialization
REQUIRE(q1.w == 1);
REQUIRE(q1.v1 == 2);
REQUIRE(q1.v2 == 3);
REQUIRE(q1.v3 == 4);
// fill initialization
Quaternion q3{0};
REQUIRE(q3.w == 0);
REQUIRE(q3.v1 == 0);
REQUIRE(q3.v2 == 0);
REQUIRE(q3.v3 == 0);
// copy initialization
Quaternion q4{q1};
REQUIRE(q4.w == 1);
REQUIRE(q4.v1 == 2);
REQUIRE(q4.v2 == 3);
REQUIRE(q4.v3 == 4);
// matrix initialization
Matrix<1, 4> m1{1, 2, 3, 4};
Quaternion q5{m1};
REQUIRE(q5.w == 1);
REQUIRE(q5.v1 == 2);
REQUIRE(q5.v2 == 3);
REQUIRE(q5.v3 == 4);
// array initialization
Quaternion q6{std::array<float, 4>{1, 2, 3, 4}};
REQUIRE(q6.w == 1);
REQUIRE(q6.v1 == 2);
REQUIRE(q6.v2 == 3);
REQUIRE(q6.v3 == 4);
}
SECTION("Array access")
{
REQUIRE(q1[0] == 1);
REQUIRE(q1[1] == 2);
REQUIRE(q1[2] == 3);
REQUIRE(q1[3] == 4);
}
SECTION("Addition")
{
Quaternion q3 = q1 + q2;
REQUIRE(q3.w == 5);
REQUIRE(q3.v1 == 12);
REQUIRE(q3.v2 == 21);
REQUIRE(q3.v3 == 32);
}
SECTION("Multiplication")
{
Quaternion q3;
q1.Q_Mult(q2, q3);
REQUIRE(q3.w == -60);
REQUIRE(q3.v1 == 12);
REQUIRE(q3.v2 == 30);
REQUIRE(q3.v3 == 24);
}
SECTION("Rotation")
{
Quaternion q3{Quaternion::FromAngleAndAxis(M_PI / 2, Matrix<1, 3>{0, 0, 1})};
Quaternion q4{0, 1, 0, 0};
Quaternion q5;
q3.Rotate(q4, q5);
REQUIRE_THAT(q5.v1, Catch::Matchers::WithinRel(0.0f, 1e-6f));
REQUIRE_THAT(q5.v2, Catch::Matchers::WithinRel(1.0f, 1e-6f));
REQUIRE_THAT(q5.v3, Catch::Matchers::WithinRel(0.0f, 1e-6f));
}
}

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@@ -1,31 +0,0 @@
# Vector 3D Interface
add_library(vector-3d-intf
INTERFACE
)
target_include_directories(vector-3d-intf
INTERFACE
.
)
# Vector3d
add_library(vector-3d
STATIC
Vector3D.cpp
)
target_link_libraries(vector-3d
PUBLIC
vector-3d-intf
PRIVATE
)
# vector tests
add_executable(vector-tests unit-tests/vector-tests.cpp)
target_link_libraries(vector-tests
PRIVATE
matrix-intf
vector-3d-intf
Catch2::Catch2WithMain
)

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@@ -1,45 +0,0 @@
// include the unit test framework first
#include <catch2/catch_test_macros.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp>
// include the module you're going to test next
#include "Vector3D.hpp"
#include "Matrix.hpp"
// any other libraries
#include <array>
#include <cmath>
#include <iostream>
TEST_CASE("Vector Math", "Vector")
{
V3D<float> v1{1, 2, 3};
V3D<float> v2{4, 5, 6};
V3D<float> v3{};
SECTION("Initialization")
{
// list initialization
REQUIRE(v1.x == 1);
REQUIRE(v1.y == 2);
REQUIRE(v1.z == 3);
// copy initialization
V3D<float> v4{v2};
REQUIRE(v4.x == 4);
REQUIRE(v4.y == 5);
REQUIRE(v4.z == 6);
// empty initialization
REQUIRE(v3.x == 0);
REQUIRE(v3.y == 0);
REQUIRE(v3.z == 0);
// matrix initialization
Matrix<1, 3> mat1{v1.ToArray()};
V3D<float> v5{mat1};
REQUIRE(v5.x == v1.x);
REQUIRE(v5.y == v1.y);
REQUIRE(v5.z == v1.z);
}
}