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137 lines
3.8 KiB
C++
137 lines
3.8 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2010-09-16
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// Updated : 2011-05-25
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// Licence : This source is under MIT licence
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// File : test/gtc/quaternion.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/epsilon.hpp>
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int test_quat_angle()
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{
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int Error = 0;
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{
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glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += glm::equalEpsilon(L, 1.0f, 0.01f) ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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{
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glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(0, 1, 1)));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += glm::equalEpsilon(L, 1.0f, 0.01f) ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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{
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glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(1, 2, 3)));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += glm::equalEpsilon(L, 1.0f, 0.01f) ? 0 : 1;
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float A = glm::angle(N);
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Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
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}
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return Error;
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}
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int test_quat_angleAxis()
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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(90.0f, glm::vec3(0, 0, 1));
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glm::quat C = glm::mix(A, B, 0.5f);
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glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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Error += glm::equalEpsilon(C.x, D.x, 0.01f) ? 0 : 1;
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Error += glm::equalEpsilon(C.y, D.y, 0.01f) ? 0 : 1;
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Error += glm::equalEpsilon(C.z, D.z, 0.01f) ? 0 : 1;
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Error += glm::equalEpsilon(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_mix()
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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(90.0f, glm::vec3(0, 0, 1));
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glm::quat C = glm::mix(A, B, 0.5f);
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glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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Error += glm::equalEpsilon(C.x, D.x, 0.01f) ? 0 : 1;
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Error += glm::equalEpsilon(C.y, D.y, 0.01f) ? 0 : 1;
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Error += glm::equalEpsilon(C.z, D.z, 0.01f) ? 0 : 1;
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Error += glm::equalEpsilon(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_precision()
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{
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int Error = 0;
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Error += sizeof(glm::lowp_quat) <= sizeof(glm::mediump_quat) ? 0 : 1;
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Error += sizeof(glm::mediump_quat) <= sizeof(glm::highp_quat) ? 0 : 1;
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return Error;
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}
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int test_quat_normalize()
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{
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int Error = 0;
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{
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glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += glm::equalEpsilon(L, 1.0f, 0.000001f) ? 0 : 1;
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}
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{
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glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 2));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += glm::equalEpsilon(L, 1.0f, 0.000001f) ? 0 : 1;
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}
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{
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glm::quat Q = glm::angleAxis(45.0f, glm::vec3(1, 2, 3));
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glm::quat N = glm::normalize(Q);
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float L = glm::length(N);
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Error += glm::equalEpsilon(L, 1.0f, 0.000001f) ? 0 : 1;
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}
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return Error;
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}
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int test_quat_type()
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{
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glm::quat A;
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glm::dquat B;
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return 0;
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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_quat_precision();
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Error += test_quat_type();
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Error += test_quat_angle();
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Error += test_quat_angleAxis();
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Error += test_quat_mix();
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Error += test_quat_normalize();
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return Error;
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}
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