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97 lines
2.3 KiB
C++
97 lines
2.3 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-05-25
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// Updated : 2011-05-31
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// Licence : This source is under MIT licence
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// File : test/gtx/quaternion.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/gtc/epsilon.hpp>
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#include <glm/gtx/quaternion.hpp>
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int test_quat_fastMix()
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{
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int Error = 0;
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glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
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glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
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glm::quat C = glm::fastMix(A, B, 0.5f);
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glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
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Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
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Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
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Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
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Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
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return Error;
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}
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int test_quat_shortMix()
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{
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int Error(0);
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glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
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glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
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glm::quat C = glm::shortMix(A, B, 0.5f);
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glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
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Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
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Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
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Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
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Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
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return Error;
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}
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int test_orientation()
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{
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int Error(0);
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{
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glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
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float p = glm::roll(q);
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}
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{
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glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
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float p = glm::pitch(q);
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}
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{
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glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
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float p = glm::yaw(q);
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}
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return Error;
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}
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int test_rotation()
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{
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int Error(0);
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glm::vec3 v(1, 0, 0);
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glm::vec3 u(0, 1, 0);
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glm::quat Rotation = glm::rotation(v, u);
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float Angle = glm::angle(Rotation);
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Error += glm::abs(Angle - glm::pi<float>() * 0.5f) < glm::epsilon<float>() ? 0 : 1;
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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_rotation();
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Error += test_quat_fastMix();
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Error += test_quat_shortMix();
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return Error;
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}
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