glm/test/gtx/gtx_quaternion.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-05-25
// Updated : 2011-05-25
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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>
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#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/epsilon.hpp>
int test_quat_angle()
{
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;
float A = glm::angle(N);
Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 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;
float A = glm::angle(N);
Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 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;
float A = glm::angle(N);
Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
}
return Error;
}
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int main()
{
int Error = 0;
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Error += test_quat_angle();
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return Error;
}