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Added quaternion tests
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@ -122,13 +122,13 @@ namespace quaternion ///< GLM_GTC_quaternion extension: Quaternion types and fun
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/// \addtogroup gtc_quaternion
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///@{
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//! Returns the length of the quaternion x.
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//! Returns the length of the quaternion.
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//! From GLM_GTC_quaternion extension.
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template <typename T>
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typename detail::tquat<T>::value_type length(
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detail::tquat<T> const & q);
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//! Returns the normalized quaternion of from x.
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//! Returns the normalized quaternion.
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//! From GLM_GTC_quaternion extension.
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template <typename T>
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detail::tquat<T> normalize(
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@ -9,10 +9,81 @@
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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>
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int test_quat_type()
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{
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glm::quat A;
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glm::dquat B;
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return 0;
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}
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int test_quat_slerp()
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{
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int Error = 0;
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glm::quat A(0.0f, glm::vec3(0, 0, 1));
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glm::quat B(90.0f, glm::vec3(0, 0, 1));
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glm::quat C = glm::mix(A, B, 0.5f);
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Error += C != glm::quat(45.f, glm::vec3(0, 0, 1)) ? 0 : 1;
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return Error;
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}
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int test_quat_length()
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{
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int Error = 0;
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float A = glm::length(glm::quat(45.0f, glm::vec3(0, 0, 1)));
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Error += A == 1.0f ? 0 : 1;
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float B = glm::length(glm::quat(90.0f, glm::vec3(0, 0, 2)));
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Error += B == 2.0f ? 0 : 1;
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return Error;
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}
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int test_quat_normalize()
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{
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int Error = 0;
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{
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glm::quat Q(45.0f, glm::vec3(0, 0, 1));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += L == 1.0f ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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{
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glm::quat Q(45.0f, glm::vec3(0, 0, 2));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += L == 1.0f ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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{
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glm::quat Q(45.0f, glm::vec3(1, 2, 3));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += L == 1.0f ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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return Error;
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}
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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();
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Error += test_quat_slerp();
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Error += test_quat_length();
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Error += test_quat_normalize();
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return Error;
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}
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@ -1,18 +1,53 @@
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2010-09-16
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// Updated : 2010-05-07
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// Created : 2011-05-25
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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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// File : test/gtx/quaternion.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/epsilon.hpp>
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int test_quat_angle()
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{
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int Error = 0;
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{
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glm::quat Q(45.0f, glm::vec3(0, 0, 1));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += L == 1.0f ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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{
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glm::quat Q(45.0f, glm::vec3(0, 0, 2));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += L == 1.0f ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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{
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glm::quat Q(45.0f, glm::vec3(1, 2, 3));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += L == 1.0f ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_quat_angle();
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return Error;
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}
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