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89 lines
3.4 KiB
89 lines
3.4 KiB
/////////////////////////////////////////////////////////////////////////////////// |
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/// OpenGL Mathematics (glm.g-truc.net) |
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/// |
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/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net) |
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/// Permission is hereby granted, free of charge, to any person obtaining a copy |
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/// of this software and associated documentation files (the "Software"), to deal |
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/// in the Software without restriction, including without limitation the rights |
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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/// copies of the Software, and to permit persons to whom the Software is |
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/// furnished to do so, subject to the following conditions: |
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/// |
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/// The above copyright notice and this permission notice shall be included in |
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/// all copies or substantial portions of the Software. |
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/// |
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/// Restrictions: |
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/// By making use of the Software for military purposes, you choose to make |
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/// a Bunny unhappy. |
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/// |
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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/// THE SOFTWARE. |
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/// |
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/// @file test/gtx/gtx_vector_angle.cpp |
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/// @date 2011-05-15 / 2014-11-25 |
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/// @author Christophe Riccio |
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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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