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