glm/test/gtx/gtx_matrix_interpolation.cpp

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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/matrix_interpolation.hpp>
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#include <iostream>
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static int test_axisAngle()
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{
int Error = 0;
glm::mat4 m1(-0.9946f, 0.0f, -0.104531f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.104531f, 0.0f, -0.9946f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
glm::mat4 m2(-0.992624f, 0.0f, -0.121874f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.121874f, 0.0f, -0.992624f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
glm::mat4 const m1rot = glm::extractMatrixRotation(m1);
glm::mat4 const dltRotation = m2 * glm::transpose(m1rot);
glm::vec3 dltAxis(0.0f);
float dltAngle = 0.0f;
glm::axisAngle(dltRotation, dltAxis, dltAngle);
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std::cout << "dltAxis: (" << dltAxis.x << ", " << dltAxis.y << ", " << dltAxis.z << "), dltAngle: " << dltAngle << std::endl;
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glm::quat q = glm::quat_cast(dltRotation);
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std::cout << "q: (" << q.x << ", " << q.y << ", " << q.z << ", " << q.w << ")" << std::endl;
float yaw = glm::yaw(q);
std::cout << "Yaw: " << yaw << std::endl;
return Error;
}
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static int test_rotate()
{
glm::mat4 m2(1.0);
float myAngle = 1.0f;
m2 = glm::rotate(m2, myAngle, glm::vec3(1.0f, 0.0f, 0.0f));
glm::vec3 m2Axis;
float m2Angle;
glm::axisAngle(m2, m2Axis, m2Angle);
return 0;
}
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int main()
{
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int Error = 0;
Error += test_axisAngle();
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Error += test_rotate();
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return Error;
}