/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2011-01-15 // Updated : 2011-01-15 // Licence : This source is under MIT licence // File : test/core/func_matrix.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #include int test_matrixCompMult() { return 0; } int test_outerProduct() { return 0; } int test_transpose() { return 0; } int test_determinant() { return 0; } int test_inverse() { int Failed(0); glm::mat4x4 A4x4( glm::vec4(1, 0, 1, 0), glm::vec4(0, 1, 0, 0), glm::vec4(0, 0, 1, 0), glm::vec4(0, 0, 0, 1)); glm::mat4x4 B4x4 = glm::inverse(A4x4); glm::mat4x4 I4x4 = A4x4 * B4x4; Failed += I4x4 == glm::mat4x4(1) ? 0 : 1; glm::mat3x3 A3x3( glm::vec3(1, 0, 1), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1)); glm::mat3x3 B3x3 = glm::inverse(A3x3); glm::mat3x3 I3x3 = A3x3 * B3x3; Failed += I3x3 == glm::mat3x3(1) ? 0 : 1; glm::mat2x2 A2x2( glm::vec2(1, 1), glm::vec2(0, 1)); glm::mat2x2 B2x2 = glm::inverse(A2x2); glm::mat2x2 I2x2 = A2x2 * B2x2; Failed += I2x2 == glm::mat2x2(1) ? 0 : 1; return Failed; } int main() { int Failed = 0; Failed += test_matrixCompMult(); Failed += test_outerProduct(); Failed += test_transpose(); Failed += test_determinant(); Failed += test_inverse(); return Failed; }