glm/test/gtx/gtx_vector_angle.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-05-15
// Updated : 2011-05-15
// Licence : This source is under MIT licence
// File : test/gtx/vector_angle.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <iostream>
#include <limits>
int test_vector_angle_calls()
{
int Error = 0;
float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
return Error;
}
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int test_vector_angle_orientedAngle()
{
int Error = 0;
float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
Error += AngleA == 45.f ? 0 : 1;
float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
Error += AngleB == -45.f ? 0 : 1;
float AngleC = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
Error += AngleC == 45.f ? 0 : 1;
float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)));
Error += AngleD == -45.f ? 0 : 1;
float AngleE = glm::orientedAngle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
Error += AngleE == 45.f ? 0 : 1;
float AngleF = glm::orientedAngle(glm::vec4(0, 1, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
Error += AngleF == -45.f ? 0 : 1;
return Error;
}
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int main()
{
int Error = 0;
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Error += test_vector_angle_orientedAngle();
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Error += test_vector_angle_calls();
return Error;
}