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@ -69,15 +69,35 @@ namespace test_eulerAngleY |
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glm::vec3 const Y(0.0f, 1.0f, 0.0f); |
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glm::vec4 const X(1.0f, 0.0f, 0.0f, 1.0f); |
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glm::vec4 const X1 = glm::eulerAngleY(Angle) * X; |
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glm::vec4 const X2 = glm::rotate(glm::mat4(1.0f), Angle, Y) * X; |
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glm::vec4 const X1 = glm::rotate(glm::mat4(1.0f), Angle, Y) * X; |
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glm::vec4 const X2 = glm::eulerAngleY(Angle) * X; |
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glm::vec4 const X3 = glm::eulerAngleYX(Angle, 0.0f) * X; |
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glm::vec4 const X4 = glm::eulerAngleXY(0.0f, Angle) * X; |
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glm::vec4 const X5 = glm::eulerAngleYZ(Angle, 0.0f) * X; |
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glm::vec4 const X6 = glm::eulerAngleZY(0.0f, Angle) * X; |
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glm::vec4 const X7 = glm::eulerAngleYXZ(Angle, 0.0f, 0.0f) * X; |
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Error += glm::all(glm::epsilonEqual(X1, X2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X3, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X4, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X5, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X6, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X7, 0.00001f)) ? 0 : 1; |
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glm::vec4 const Z(1.0f, 0.0f, 0.0f, 1.0f); |
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glm::vec4 const Z(0.0f, 0.0f, 1.0f, 1.0f); |
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glm::vec4 const Z1 = glm::eulerAngleY(Angle) * Z; |
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glm::vec4 const Z2 = glm::rotate(glm::mat4(1.0f), Angle, Y) * Z; |
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glm::vec4 const Z3 = glm::eulerAngleYX(Angle, 0.0f) * Z; |
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glm::vec4 const Z4 = glm::eulerAngleXY(0.0f, Angle) * Z; |
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glm::vec4 const Z5 = glm::eulerAngleYZ(Angle, 0.0f) * Z; |
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glm::vec4 const Z6 = glm::eulerAngleZY(0.0f, Angle) * Z; |
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glm::vec4 const Z7 = glm::eulerAngleYXZ(Angle, 0.0f, 0.0f) * Z; |
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Error += glm::all(glm::epsilonEqual(Z1, Z2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z3, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z4, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z5, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z6, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z7, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleY
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@ -92,15 +112,35 @@ namespace test_eulerAngleZ |
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glm::vec3 const Z(0.0f, 0.0f, 1.0f); |
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glm::vec4 const X(1.0f, 0.0f, 0.0f, 1.0f); |
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glm::vec4 const X1 = glm::eulerAngleZ(Angle) * X; |
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glm::vec4 const X2 = glm::rotate(glm::mat4(1.0f), Angle, Z) * X; |
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glm::vec4 const X1 = glm::rotate(glm::mat4(1.0f), Angle, Z) * X; |
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glm::vec4 const X2 = glm::eulerAngleZ(Angle) * X; |
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glm::vec4 const X3 = glm::eulerAngleZX(Angle, 0.0f) * X; |
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glm::vec4 const X4 = glm::eulerAngleXZ(0.0f, Angle) * X; |
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glm::vec4 const X5 = glm::eulerAngleZY(Angle, 0.0f) * X; |
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glm::vec4 const X6 = glm::eulerAngleYZ(0.0f, Angle) * X; |
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glm::vec4 const X7 = glm::eulerAngleYXZ(0.0f, 0.0f, Angle) * X; |
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Error += glm::all(glm::epsilonEqual(X1, X2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X3, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X4, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X5, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X6, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(X1, X7, 0.00001f)) ? 0 : 1; |
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glm::vec4 const Y(1.0f, 0.0f, 0.0f, 1.0f); |
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glm::vec4 const Y1 = glm::eulerAngleZ(Angle) * Y; |
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glm::vec4 const Y2 = glm::rotate(glm::mat4(1.0f), Angle, Z) * Y; |
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Error += glm::all(glm::epsilonEqual(Y1, Y2, 0.00001f)) ? 0 : 1; |
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glm::vec4 const Z1 = glm::rotate(glm::mat4(1.0f), Angle, Z) * Y; |
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glm::vec4 const Z2 = glm::eulerAngleZ(Angle) * Y; |
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glm::vec4 const Z3 = glm::eulerAngleZX(Angle, 0.0f) * Y; |
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glm::vec4 const Z4 = glm::eulerAngleXZ(0.0f, Angle) * Y; |
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glm::vec4 const Z5 = glm::eulerAngleZY(Angle, 0.0f) * Y; |
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glm::vec4 const Z6 = glm::eulerAngleYZ(0.0f, Angle) * Y; |
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glm::vec4 const Z7 = glm::eulerAngleYXZ(0.0f, 0.0f, Angle) * Y; |
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Error += glm::all(glm::epsilonEqual(Z1, Z2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z3, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z4, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z5, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z6, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Z1, Z7, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleZ
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@ -109,12 +149,147 @@ namespace test_eulerAngleXY |
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{ |
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int test() |
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{ |
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int Error = 0; |
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glm::vec4 const V(1.0f); |
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return 0; |
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float const AngleX(glm::pi<float>() * 0.5f); |
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float const AngleY(glm::pi<float>() * 0.25f); |
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glm::vec3 const axisX(1.0f, 0.0f, 0.0f); |
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glm::vec3 const axisY(0.0f, 1.0f, 0.0f); |
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glm::vec4 const V1 = (glm::rotate(glm::mat4(1.0f), AngleX, axisX) * glm::rotate(glm::mat4(1.0f), AngleY, axisY)) * V; |
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glm::vec4 const V2 = glm::eulerAngleXY(AngleX, AngleY) * V; |
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glm::vec4 const V3 = glm::eulerAngleX(AngleX) * glm::eulerAngleY(AngleY) * V; |
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Error += glm::all(glm::epsilonEqual(V1, V2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(V1, V3, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleXY
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namespace test_eulerAngleYX |
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{ |
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int test() |
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{ |
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int Error = 0; |
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glm::vec4 const V(1.0f); |
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float const AngleX(glm::pi<float>() * 0.5f); |
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float const AngleY(glm::pi<float>() * 0.25f); |
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glm::vec3 const axisX(1.0f, 0.0f, 0.0f); |
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glm::vec3 const axisY(0.0f, 1.0f, 0.0f); |
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glm::vec4 const V1 = (glm::rotate(glm::mat4(1.0f), AngleY, axisY) * glm::rotate(glm::mat4(1.0f), AngleX, axisX)) * V; |
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glm::vec4 const V2 = glm::eulerAngleYX(AngleY, AngleX) * V; |
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glm::vec4 const V3 = glm::eulerAngleY(AngleY) * glm::eulerAngleX(AngleX) * V; |
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Error += glm::all(glm::epsilonEqual(V1, V2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(V1, V3, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleYX
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namespace test_eulerAngleXZ |
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{ |
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int test() |
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{ |
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int Error = 0; |
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glm::vec4 const V(1.0f); |
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float const AngleX(glm::pi<float>() * 0.5f); |
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float const AngleZ(glm::pi<float>() * 0.25f); |
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glm::vec3 const axisX(1.0f, 0.0f, 0.0f); |
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glm::vec3 const axisZ(0.0f, 0.0f, 1.0f); |
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glm::vec4 const V1 = (glm::rotate(glm::mat4(1.0f), AngleX, axisX) * glm::rotate(glm::mat4(1.0f), AngleZ, axisZ)) * V; |
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glm::vec4 const V2 = glm::eulerAngleXZ(AngleX, AngleZ) * V; |
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glm::vec4 const V3 = glm::eulerAngleX(AngleX) * glm::eulerAngleZ(AngleZ) * V; |
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Error += glm::all(glm::epsilonEqual(V1, V2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(V1, V3, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleXZ
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namespace test_eulerAngleZX |
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{ |
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int test() |
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{ |
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int Error = 0; |
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glm::vec4 const V(1.0f); |
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float const AngleX(glm::pi<float>() * 0.5f); |
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float const AngleZ(glm::pi<float>() * 0.25f); |
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glm::vec3 const axisX(1.0f, 0.0f, 0.0f); |
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glm::vec3 const axisZ(0.0f, 0.0f, 1.0f); |
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glm::vec4 const V1 = (glm::rotate(glm::mat4(1.0f), AngleZ, axisZ) * glm::rotate(glm::mat4(1.0f), AngleX, axisX)) * V; |
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glm::vec4 const V2 = glm::eulerAngleZX(AngleZ, AngleX) * V; |
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glm::vec4 const V3 = glm::eulerAngleZ(AngleZ) * glm::eulerAngleX(AngleX) * V; |
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Error += glm::all(glm::epsilonEqual(V1, V2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(V1, V3, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleZX
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namespace test_eulerAngleYZ |
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{ |
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int test() |
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{ |
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int Error = 0; |
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glm::vec4 const V(1.0f); |
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float const AngleY(glm::pi<float>() * 0.5f); |
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float const AngleZ(glm::pi<float>() * 0.25f); |
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glm::vec3 const axisX(1.0f, 0.0f, 0.0f); |
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glm::vec3 const axisY(0.0f, 1.0f, 0.0f); |
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glm::vec3 const axisZ(0.0f, 0.0f, 1.0f); |
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glm::vec4 const V1 = (glm::rotate(glm::mat4(1.0f), AngleY, axisY) * glm::rotate(glm::mat4(1.0f), AngleZ, axisZ)) * V; |
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glm::vec4 const V2 = glm::eulerAngleYZ(AngleY, AngleZ) * V; |
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glm::vec4 const V3 = glm::eulerAngleY(AngleY) * glm::eulerAngleZ(AngleZ) * V; |
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Error += glm::all(glm::epsilonEqual(V1, V2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(V1, V3, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace test_eulerAngleYZ
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namespace test_eulerAngleZY |
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{ |
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int test() |
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{ |
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int Error = 0; |
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glm::vec4 const V(1.0f); |
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float const AngleY(glm::pi<float>() * 0.5f); |
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float const AngleZ(glm::pi<float>() * 0.25f); |
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glm::vec3 const axisX(1.0f, 0.0f, 0.0f); |
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glm::vec3 const axisY(0.0f, 1.0f, 0.0f); |
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glm::vec3 const axisZ(0.0f, 0.0f, 1.0f); |
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glm::vec4 const V1 = (glm::rotate(glm::mat4(1.0f), AngleZ, axisZ) * glm::rotate(glm::mat4(1.0f), AngleY, axisY)) * V; |
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glm::vec4 const V2 = glm::eulerAngleZY(AngleZ, AngleY) * V; |
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glm::vec4 const V3 = glm::eulerAngleZ(AngleZ) * glm::eulerAngleY(AngleY) * V; |
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Error += glm::all(glm::epsilonEqual(V1, V2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(V1, V3, 0.00001f)) ? 0 : 1; |
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return Error; |
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} |
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}//namespace eulerAngleXY
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}//namespace test_eulerAngleZY
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namespace test_eulerAngleYXZ |
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{ |
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@ -152,6 +327,11 @@ int main() |
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Error += test_eulerAngleY::test(); |
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Error += test_eulerAngleZ::test(); |
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Error += test_eulerAngleXY::test(); |
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Error += test_eulerAngleYX::test(); |
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Error += test_eulerAngleXZ::test(); |
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Error += test_eulerAngleZX::test(); |
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Error += test_eulerAngleYZ::test(); |
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Error += test_eulerAngleZY::test(); |
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Error += test_eulerAngleYXZ::test(); |
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return Error;
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