mirror of
https://github.com/g-truc/glm.git
synced 2024-11-24 01:24:34 +00:00
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Created : 2011-05-15
|
|
// Updated : 2011-05-15
|
|
// Licence : This source is under MIT licence
|
|
// File : test/gtx/vector_angle.cpp
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtx/vector_angle.hpp>
|
|
#include <iostream>
|
|
#include <limits>
|
|
|
|
int test_angle()
|
|
{
|
|
int Error = 0;
|
|
|
|
float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
|
|
Error += glm::epsilonEqual(AngleA, 45.f, 0.01f) ? 0 : 1;
|
|
float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
|
|
Error += glm::epsilonEqual(AngleB, 45.f, 0.01f) ? 0 : 1;
|
|
float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
|
|
Error += glm::epsilonEqual(AngleC, 45.f, 0.01f) ? 0 : 1;
|
|
|
|
return Error;
|
|
}
|
|
|
|
int test_orientedAngle_vec2()
|
|
{
|
|
int Error = 0;
|
|
|
|
float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
|
|
Error += AngleA == 45.f ? 0 : 1;
|
|
float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
|
|
Error += AngleB == -45.f ? 0 : 1;
|
|
float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
|
|
Error += AngleC == 45.f ? 0 : 1;
|
|
|
|
return Error;
|
|
}
|
|
|
|
int test_orientedAngle_vec3()
|
|
{
|
|
int Error = 0;
|
|
|
|
float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
|
|
Error += AngleA == 45.f ? 0 : 1;
|
|
float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
|
|
Error += AngleB == -45.f ? 0 : 1;
|
|
float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
|
|
Error += AngleC == 45.f ? 0 : 1;
|
|
|
|
return Error;
|
|
}
|
|
|
|
int main()
|
|
{
|
|
int Error(0);
|
|
|
|
Error += test_angle();
|
|
Error += test_orientedAngle_vec2();
|
|
Error += test_orientedAngle_vec3();
|
|
|
|
return Error;
|
|
}
|
|
|
|
|