/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// Restrictions: /// By making use of the Software for military purposes, you choose to make /// a Bunny unhappy. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @file test/core/func_geometric.cpp /// @date 2011-01-15 / 2011-09-13 /// @author Christophe Riccio /////////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include namespace length { int test() { float Length1 = glm::length(glm::vec1(1)); float Length2 = glm::length(glm::vec2(1, 0)); float Length3 = glm::length(glm::vec3(1, 0, 0)); float Length4 = glm::length(glm::vec4(1, 0, 0, 0)); int Error = 0; Error += glm::abs(Length1 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Length2 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Length3 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Length4 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; return Error; } }//namespace length namespace distance { int test() { float Distance1 = glm::distance(glm::vec1(1), glm::vec1(1)); float Distance2 = glm::distance(glm::vec2(1, 0), glm::vec2(1, 0)); float Distance3 = glm::distance(glm::vec3(1, 0, 0), glm::vec3(1, 0, 0)); float Distance4 = glm::distance(glm::vec4(1, 0, 0, 0), glm::vec4(1, 0, 0, 0)); int Error = 0; Error += glm::abs(Distance1) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Distance2) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Distance3) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Distance4) < std::numeric_limits::epsilon() ? 0 : 1; return Error; } }//namespace distance namespace dot { int test() { float Dot1 = glm::dot(glm::vec1(1), glm::vec1(1)); float Dot2 = glm::dot(glm::vec2(1), glm::vec2(1)); float Dot3 = glm::dot(glm::vec3(1), glm::vec3(1)); float Dot4 = glm::dot(glm::vec4(1), glm::vec4(1)); int Error = 0; Error += glm::abs(Dot1 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Dot2 - 2.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Dot3 - 3.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Dot4 - 4.0f) < std::numeric_limits::epsilon() ? 0 : 1; return Error; } }//namespace dot namespace cross { int test() { glm::vec3 Cross1 = glm::cross(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0)); glm::vec3 Cross2 = glm::cross(glm::vec3(0, 1, 0), glm::vec3(1, 0, 0)); int Error = 0; Error += glm::all(glm::lessThan(glm::abs(Cross1 - glm::vec3(0, 0, 1)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; Error += glm::all(glm::lessThan(glm::abs(Cross2 - glm::vec3(0, 0,-1)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; return Error; } }//namespace cross namespace normalize { int test() { glm::vec3 Normalize1 = glm::normalize(glm::vec3(1, 0, 0)); glm::vec3 Normalize2 = glm::normalize(glm::vec3(2, 0, 0)); int Error = 0; Error += glm::all(glm::lessThan(glm::abs(Normalize1 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; Error += glm::all(glm::lessThan(glm::abs(Normalize2 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; return Error; } }//namespace normalize namespace faceforward { int test() { int Error = 0; { glm::vec3 N(0.0f, 0.0f, 1.0f); glm::vec3 I(1.0f, 0.0f, 1.0f); glm::vec3 Nref(0.0f, 0.0f, 1.0f); glm::vec3 F = glm::faceforward(N, I, Nref); } return Error; } }//namespace faceforward namespace reflect { int test() { int Error = 0; { glm::vec2 A(1.0f,-1.0f); glm::vec2 B(0.0f, 1.0f); glm::vec2 C = glm::reflect(A, B); Error += C == glm::vec2(1.0, 1.0) ? 0 : 1; } { glm::dvec2 A(1.0f,-1.0f); glm::dvec2 B(0.0f, 1.0f); glm::dvec2 C = glm::reflect(A, B); Error += C == glm::dvec2(1.0, 1.0) ? 0 : 1; } return Error; } }//namespace reflect namespace refract { int test() { int Error = 0; { float A(-1.0f); float B(1.0f); float C = glm::refract(A, B, 0.5f); Error += C == -1.0f ? 0 : 1; } { glm::vec2 A(0.0f,-1.0f); glm::vec2 B(0.0f, 1.0f); glm::vec2 C = glm::refract(A, B, 0.5f); Error += glm::all(glm::epsilonEqual(C, glm::vec2(0.0, -1.0), 0.0001f)) ? 0 : 1; } { glm::dvec2 A(0.0f,-1.0f); glm::dvec2 B(0.0f, 1.0f); glm::dvec2 C = glm::refract(A, B, 0.5); Error += C == glm::dvec2(0.0, -1.0) ? 0 : 1; } return Error; } }//namespace refract int main() { int Error(0); Error += length::test(); Error += distance::test(); Error += dot::test(); Error += cross::test(); Error += normalize::test(); Error += faceforward::test(); Error += reflect::test(); Error += refract::test(); return Error; }