Merge branch '0.9.2' of ssh://ogl-math.git.sourceforge.net/gitroot/ogl-math/ogl-math into 0.9.2

This commit is contained in:
Christophe Riccio 2011-05-26 11:27:24 +01:00
commit 04d9f92688
5 changed files with 123 additions and 4 deletions

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@ -122,13 +122,13 @@ namespace quaternion ///< GLM_GTC_quaternion extension: Quaternion types and fun
/// \addtogroup gtc_quaternion
///@{
//! Returns the length of the quaternion x.
//! Returns the length of the quaternion.
//! From GLM_GTC_quaternion extension.
template <typename T>
typename detail::tquat<T>::value_type length(
detail::tquat<T> const & q);
//! Returns the normalized quaternion of from x.
//! Returns the normalized quaternion.
//! From GLM_GTC_quaternion extension.
template <typename T>
detail::tquat<T> normalize(

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@ -416,7 +416,7 @@ namespace quaternion{
)
{
T angle = acos(dot(x, y));
return (sin((1 - a) * angle) * x + sin(a * angle) * y) / sin(angle);
return (sin((T(1) - a) * angle) * x + sin(a * angle) * y) / sin(angle);
}
template <typename T>

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@ -2,17 +2,82 @@
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16
// Updated : 2010-05-07
// Updated : 2011-05-25
// Licence : This source is under MIT licence
// File : test/gtc/quaternion.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/epsilon.hpp>
int test_quat_type()
{
glm::quat A;
glm::dquat B;
return 0;
}
int test_quat_slerp()
{
int Error = 0;
glm::quat A(0.0f, glm::vec3(0, 0, 1));
glm::quat B(90.0f, glm::vec3(0, 0, 1));
glm::quat C = glm::mix(A, B, 0.5f);
Error += C != glm::quat(45.f, glm::vec3(0, 0, 1)) ? 0 : 1;
return Error;
}
int test_quat_length()
{
int Error = 0;
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;
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;
}
return Error;
}
int main()
{
int Error = 0;
Error += test_quat_type();
Error += test_quat_slerp();
Error += test_quat_length();
Error += test_quat_normalize();
return Error;
}

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@ -1,5 +1,6 @@
glmCreateTestGTC(gtx_bit)
glmCreateTestGTC(gtx_noise)
glmCreateTestGTC(gtx_quaternion)
glmCreateTestGTC(gtx_rotate_vector)
glmCreateTestGTC(gtx_simd_vec4)
glmCreateTestGTC(gtx_simd_mat4)

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@ -0,0 +1,53 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-05-25
// Updated : 2011-05-25
// Licence : This source is under MIT licence
// File : test/gtx/quaternion.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#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;
}
int main()
{
int Error = 0;
Error += test_quat_angle();
return Error;
}