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53 lines
1.7 KiB
53 lines
1.7 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 : 2011-05-15 |
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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/glm.hpp> |
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#include <glm/gtx/vector_angle.hpp> |
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#include <iostream> |
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#include <limits> |
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int test_vector_angle_calls() |
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{ |
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int Error = 0; |
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float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0)); |
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float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1))); |
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float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1))); |
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float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1)); |
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return Error; |
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} |
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int test_vector_angle_orientedAngle() |
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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 == 45.f ? 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 == -45.f ? 0 : 1; |
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float AngleC = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0))); |
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Error += AngleC == 45.f ? 0 : 1; |
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float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0))); |
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Error += AngleD == -45.f ? 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_vector_angle_orientedAngle(); |
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Error += test_vector_angle_calls(); |
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return Error; |
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} |
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