glm/test/gtx/gtx_vector_angle.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-05-15
// Updated : 2011-05-15
// Licence : This source is under MIT licence
// File : test/gtx/vector_angle.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
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#define GLM_FORCE_RADIANS
#include <glm/gtc/constants.hpp>
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#include <glm/gtx/vector_angle.hpp>
#include <iostream>
#include <limits>
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int test_angle()
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{
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int Error = 0;
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float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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Error += glm::epsilonEqual(AngleA, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
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float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
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Error += glm::epsilonEqual(AngleB, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
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float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
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Error += glm::epsilonEqual(AngleC, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
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return Error;
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}
int test_orientedAngle_vec2()
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{
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int Error = 0;
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float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
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float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
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Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
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return Error;
}
int test_orientedAngle_vec3()
{
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int Error = 0;
float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
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Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
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float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
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Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
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float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
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return Error;
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}
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int main()
{
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int Error(0);
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Error += test_angle();
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Error += test_orientedAngle_vec2();
Error += test_orientedAngle_vec3();
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return Error;
}