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							67 lines
						
					
					
						
							2.2 KiB
						
					
					
				| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // Created : 2011-05-15 | |
| // Updated : 2011-05-15 | |
| // Licence : This source is under MIT licence | |
| // File    : test/gtx/vector_angle.cpp | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
|  | |
| #include <glm/glm.hpp> | |
| #include <glm/gtx/vector_angle.hpp> | |
| #include <iostream> | |
| #include <limits> | |
|  | |
| int test_angle() | |
| { | |
|     int Error = 0; | |
|      | |
| 	float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1))); | |
|     Error += glm::equalEpsilon(AngleA, 45.f, 0.01f) ? 0 : 1; | |
| 	float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0))); | |
|     Error += glm::equalEpsilon(AngleB, 45.f, 0.01f) ? 0 : 1; | |
| 	float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0))); | |
|     Error += glm::equalEpsilon(AngleC, 45.f, 0.01f) ? 0 : 1; | |
|   | |
|     return Error; | |
| } | |
| 
 | |
| int test_orientedAngle_vec2() | |
| { | |
|     int Error = 0; | |
|      | |
| 	float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1))); | |
|     Error += AngleA == 45.f ? 0 : 1; | |
| 	float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));     | |
|     Error += AngleB == -45.f ? 0 : 1; | |
| 	float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1)); | |
|     Error += AngleC == 45.f ? 0 : 1; | |
|   | |
|     return Error; | |
| } | |
| 
 | |
| int test_orientedAngle_vec3() | |
| { | |
|     int Error = 0; | |
|      | |
| 	float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1)); | |
|     Error += AngleA == 45.f ? 0 : 1; | |
| 	float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));     | |
|     Error += AngleB == -45.f ? 0 : 1; | |
| 	float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));     | |
|     Error += AngleC == 45.f ? 0 : 1; | |
|      | |
|     return Error; | |
| } | |
| 
 | |
| int main() | |
| { | |
| 	int Error = 0; | |
| 	Error += test_angle(); | |
|     Error += test_orientedAngle_vec2(); | |
| 	Error += test_orientedAngle_vec3(); | |
| 
 | |
| 	return Error; | |
| } | |
| 
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| 
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| 
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