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59 lines
2.0 KiB
C++
59 lines
2.0 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-05-15
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// Updated : 2011-05-15
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// Licence : This source is under MIT licence
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// File : test/gtx/vector_angle.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <iostream>
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#include <limits>
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int test_vector_angle_calls()
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{
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int Error = 0;
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float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
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float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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return Error;
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}
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int test_vector_angle_orientedAngle()
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{
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int Error = 0;
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float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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Error += AngleA == 45.f ? 0 : 1;
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float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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Error += AngleB == -45.f ? 0 : 1;
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float AngleC = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
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Error += AngleC == 45.f ? 0 : 1;
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float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)));
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Error += AngleD == -45.f ? 0 : 1;
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float AngleE = glm::orientedAngle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
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Error += AngleE == 45.f ? 0 : 1;
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float AngleF = glm::orientedAngle(glm::vec4(0, 1, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
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Error += AngleF == -45.f ? 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_vector_angle_orientedAngle();
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Error += test_vector_angle_calls();
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return Error;
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}
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