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67 lines
2.3 KiB
67 lines
2.3 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 : 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/gtc/constants.hpp> |
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#include <glm/gtx/vector_angle.hpp> |
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#include <limits> |
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int test_angle() |
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{ |
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int Error = 0; |
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float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1))); |
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Error += glm::epsilonEqual(AngleA, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1; |
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float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0))); |
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Error += glm::epsilonEqual(AngleB, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1; |
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float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0))); |
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Error += glm::epsilonEqual(AngleC, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1; |
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return Error; |
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} |
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int test_orientedAngle_vec2() |
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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 == glm::pi<float>() * 0.25f ? 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 == -glm::pi<float>() * 0.25f ? 0 : 1; |
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float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1)); |
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Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1; |
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return Error; |
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} |
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int test_orientedAngle_vec3() |
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{ |
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int Error = 0; |
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float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1)); |
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Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1; |
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float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1)); |
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Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1; |
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float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1)); |
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Error += AngleC == glm::pi<float>() * 0.25f ? 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_angle(); |
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Error += test_orientedAngle_vec2(); |
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Error += test_orientedAngle_vec3(); |
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return Error; |
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} |
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