glm/test/gtx/gtx_quaternion.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-05-25
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// Updated : 2011-05-31
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// Licence : This source is under MIT licence
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// File : test/gtx/quaternion.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtc/epsilon.hpp>
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#include <glm/gtx/quaternion.hpp>
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int test_quat_fastMix()
{
int Error = 0;
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glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
glm::quat C = glm::fastMix(A, B, 0.5f);
glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
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return Error;
}
int test_quat_shortMix()
{
int Error(0);
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glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
glm::quat C = glm::shortMix(A, B, 0.5f);
glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
return Error;
}
int test_orientation()
{
int Error(0);
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float p = glm::roll(q);
}
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float p = glm::pitch(q);
}
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float p = glm::yaw(q);
}
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return Error;
}
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int main()
{
int Error = 0;
Error += test_quat_fastMix();
Error += test_quat_shortMix();
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return Error;
}