/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// Restrictions: /// By making use of the Software for military purposes, you choose to make /// a Bunny unhappy. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @file test/gtx/gtx_rotate_vector.cpp /// @date 2011-05-16 / 2014-11-25 /// @author Christophe Riccio /////////////////////////////////////////////////////////////////////////////////// #include #include int test_rotate() { int Error = 0; glm::vec2 A = glm::rotate(glm::vec2(1, 0), glm::pi() * 0.5f); glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), glm::pi() * 0.5f, glm::vec3(0, 0, 1)); glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), glm::pi() * 0.5f, glm::vec3(0, 0, 1)); glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi() * 0.5f); glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi() * 0.5f); glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi() * 0.5f); glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi() * 0.5f); glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi() * 0.5f); glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi() * 0.5f); 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), glm::pi() * 0.5f); glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi() * 0.5f); return Error; } int test_rotateY() { int Error = 0; glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi() * 0.5f); glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi() * 0.5f); return Error; } int test_rotateZ() { int Error = 0; glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi() * 0.5f); glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi() * 0.5f); 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; } int main() { int Error = 0; Error += test_rotate(); Error += test_rotateX(); Error += test_rotateY(); Error += test_rotateZ(); Error += test_orientation(); return Error; }