#define GLM_ENABLE_EXPERIMENTAL #include #include #include static int test_axisAngle() { int Error = 0; glm::mat4 m1(-0.9946f, 0.0f, -0.104531f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.104531f, 0.0f, -0.9946f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); glm::mat4 m2(-0.992624f, 0.0f, -0.121874f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.121874f, 0.0f, -0.992624f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); glm::mat4 const m1rot = glm::extractMatrixRotation(m1); glm::mat4 const dltRotation = m2 * glm::transpose(m1rot); glm::vec3 dltAxis(0.0f); float dltAngle = 0.0f; glm::axisAngle(dltRotation, dltAxis, dltAngle); std::cout << "dltAxis: (" << dltAxis.x << ", " << dltAxis.y << ", " << dltAxis.z << "), dltAngle: " << dltAngle << std::endl; glm::quat q = glm::quat_cast(dltRotation); std::cout << "q: (" << q.x << ", " << q.y << ", " << q.z << ", " << q.w << ")" << std::endl; float yaw = glm::yaw(q); std::cout << "Yaw: " << yaw << std::endl; return Error; } static int test_rotate() { glm::mat4 m2(1.0); float myAngle = 1.0f; m2 = glm::rotate(m2, myAngle, glm::vec3(1.0f, 0.0f, 0.0f)); glm::vec3 m2Axis; float m2Angle; glm::axisAngle(m2, m2Axis, m2Angle); return 0; } int main() { int Error = 0; Error += test_axisAngle(); Error += test_rotate(); return Error; }