Updated GTX_rotate_vector test, basic test structure

This commit is contained in:
Christophe Riccio 2011-05-16 20:29:24 +01:00
parent 6734a5fda3
commit 3f7ad22b59

View File

@ -10,18 +10,84 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtx/rotate_vector.hpp> #include <glm/gtx/rotate_vector.hpp>
int test_() int test_rotate()
{ {
int Error = 0; int Error = 0;
glm::vec2 A = glm::rotate(glm::vec2(1, 0), 90.f);
glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), 90.f, glm::vec3(0, 0, 1));
glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), 90.f, glm::vec3(0, 0, 1));
glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f);
glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f);
glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f);
glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f);
glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f);
glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f);
glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
return Error;
}
int test_rotateX()
{
int Error = 0;
glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f);
glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f);
return Error;
}
int test_rotateY()
{
int Error = 0;
glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f);
glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f);
return Error;
}
int test_rotateZ()
{
int Error = 0;
glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f);
glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f);
return Error;
}
int test_orientation()
{
int Error = 0;
glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
return Error; return Error;
} }
int main() int main()
{ {
int Error = 0; int Error = 0;
Error += test_(); Error += test_rotate();
Error += test_rotateX();
Error += test_rotateY();
Error += test_rotateZ();
Error += test_orientation();
return Error; return Error;
} }