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158 lines
5.2 KiB
158 lines
5.2 KiB
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Created : 2013-10-25 |
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// Updated : 2014-01-11 |
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// Licence : This source is under MIT licence |
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// File : test/gtx/euler_angle.cpp |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Code sample from Filippo Ramaciotti |
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#define GLM_FORCE_RADIANS |
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#include <glm/gtc/matrix_transform.hpp> |
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#include <glm/gtc/epsilon.hpp> |
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#include <glm/gtx/string_cast.hpp> |
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#include <glm/gtx/euler_angles.hpp> |
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#include <iostream> |
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namespace test_eulerAngleX |
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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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float const Angle(glm::pi<float>() * 0.5f); |
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glm::vec3 const X(1.0f, 0.0f, 0.0f); |
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glm::vec4 const Y(0.0f, 1.0f, 0.0f, 1.0f); |
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glm::vec4 const Y1 = glm::rotate(glm::mat4(1.0f), Angle, X) * Y; |
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glm::vec4 const Y2 = glm::eulerAngleX(Angle) * Y; |
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glm::vec4 const Y3 = glm::eulerAngleXY(Angle, 0.0f) * Y; |
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glm::vec4 const Y4 = glm::eulerAngleYX(0.0f, Angle) * Y; |
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glm::vec4 const Y5 = glm::eulerAngleXZ(Angle, 0.0f) * Y; |
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glm::vec4 const Y6 = glm::eulerAngleZX(0.0f, Angle) * Y; |
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glm::vec4 const Y7 = glm::eulerAngleYXZ(0.0f, Angle, 0.0f) * Y; |
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Error += glm::all(glm::epsilonEqual(Y1, Y2, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Y1, Y3, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Y1, Y4, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Y1, Y5, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Y1, Y6, 0.00001f)) ? 0 : 1; |
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Error += glm::all(glm::epsilonEqual(Y1, Y7, 0.00001f)) ? 0 : 1; |
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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::rotate(glm::mat4(1.0f), Angle, X) * Z; |
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glm::vec4 const Z2 = glm::eulerAngleX(Angle) * Z; |
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glm::vec4 const Z3 = glm::eulerAngleXY(Angle, 0.0f) * Z; |
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glm::vec4 const Z4 = glm::eulerAngleYX(0.0f, Angle) * Z; |
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glm::vec4 const Z5 = glm::eulerAngleXZ(Angle, 0.0f) * Z; |
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glm::vec4 const Z6 = glm::eulerAngleZX(0.0f, Angle) * Z; |
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glm::vec4 const Z7 = glm::eulerAngleYXZ(0.0f, Angle, 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_eulerAngleX |
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namespace test_eulerAngleY |
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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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float const Angle(glm::pi<float>() * 0.5f); |
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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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Error += glm::all(glm::epsilonEqual(X1, X2, 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 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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Error += glm::all(glm::epsilonEqual(Z1, Z2, 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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namespace test_eulerAngleZ |
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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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float const Angle(glm::pi<float>() * 0.5f); |
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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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Error += glm::all(glm::epsilonEqual(X1, X2, 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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return Error; |
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} |
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}//namespace test_eulerAngleZ |
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namespace test_eulerAngleXY |
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{ |
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int test() |
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{ |
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return 0; |
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} |
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}//namespace eulerAngleXY |
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namespace test_eulerAngleYXZ |
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{ |
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int test() |
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{ |
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glm::f32 first = 1.046f; |
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glm::f32 second = 0.52f; |
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glm::f32 third = -0.785f; |
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glm::fmat4 rotationEuler = glm::eulerAngleYXZ(first, second, third); |
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glm::fmat4 rotationInvertedY = glm::eulerAngleY(-1.f*first) * glm::eulerAngleX(second) * glm::eulerAngleZ(third); |
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glm::fmat4 rotationDumb = glm::fmat4(); |
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rotationDumb = glm::rotate(rotationDumb, first, glm::fvec3(0,1,0)); |
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rotationDumb = glm::rotate(rotationDumb, second, glm::fvec3(1,0,0)); |
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rotationDumb = glm::rotate(rotationDumb, third, glm::fvec3(0,0,1)); |
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std::cout << glm::to_string(glm::fmat3(rotationEuler)) << std::endl; |
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std::cout << glm::to_string(glm::fmat3(rotationDumb)) << std::endl; |
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std::cout << glm::to_string(glm::fmat3(rotationInvertedY )) << std::endl; |
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std::cout <<"\nRESIDUAL\n"; |
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std::cout << glm::to_string(glm::fmat3(rotationEuler-(rotationDumb))) << std::endl; |
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std::cout << glm::to_string(glm::fmat3(rotationEuler-(rotationInvertedY ))) << std::endl; |
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return 0; |
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} |
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}//namespace eulerAngleYXZ |
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int main() |
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{ |
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int Error = 0; |
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Error += test_eulerAngleX::test(); |
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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_eulerAngleYXZ::test(); |
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return Error; |
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}
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