glm/test/gtc/gtc_quaternion.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16
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// Updated : 2011-05-25
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// Licence : This source is under MIT licence
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// File : test/gtc/quaternion.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/epsilon.hpp>
int test_quat_type()
{
glm::quat A;
glm::dquat B;
return 0;
}
int test_quat_slerp()
{
int Error = 0;
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glm::quat A(glm::vec3(0, 0, 1));
glm::quat B(glm::vec3(0, 1, 0));
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glm::quat C = glm::mix(A, B, 0.5f);
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glm::quat D(glm::normalize(glm::vec3(0, 1, 1)));
Error += C == D ? 0 : 1;
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return Error;
}
int test_quat_length()
{
int Error = 0;
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float A = glm::length(glm::quat(45.0f, glm::vec3(0, 0, 1)));
Error += A == 1.0f ? 0 : 1;
float B = glm::length(glm::quat(90.0f, glm::vec3(0, 0, 2)));
Error += B == 2.0f ? 0 : 1;
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return Error;
}
int test_quat_normalize()
{
int Error = 0;
{
glm::quat Q(45.0f, glm::vec3(0, 0, 1));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += L == 1.0f ? 0 : 1;
}
{
glm::quat Q(45.0f, glm::vec3(0, 0, 2));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += L == 1.0f ? 0 : 1;
}
{
glm::quat Q(45.0f, glm::vec3(1, 2, 3));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += L == 1.0f ? 0 : 1;
}
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return Error;
}
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int main()
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{
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int Error = 0;
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Error += test_quat_type();
Error += test_quat_slerp();
Error += test_quat_length();
Error += test_quat_normalize();
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return Error;
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}