Added quaternion tests

This commit is contained in:
Christophe Riccio 2011-05-25 09:50:01 +01:00
parent 1aaf0525ea
commit f7d6ffc833
3 changed files with 112 additions and 6 deletions

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

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@ -9,10 +9,81 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.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;
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 main()
{ {
int Error = 0; int Error = 0;
Error += test_quat_type();
Error += test_quat_slerp();
Error += test_quat_length();
Error += test_quat_normalize();
return Error; return Error;
} }

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@ -1,18 +1,53 @@
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16 // Created : 2011-05-25
// Updated : 2010-05-07 // Updated : 2011-05-25
// Licence : This source is under MIT licence // Licence : This source is under MIT licence
// File : test/gtc/quaternion.cpp // File : test/gtx/quaternion.cpp
/////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.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 main()
{ {
int Error = 0; int Error = 0;
Error += test_quat_angle();
return Error; return Error;
} }