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							95 lines
						
					
					
						
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							95 lines
						
					
					
						
							2.2 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 : 2011-05-16 | 
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// Updated : 2011-05-16 | 
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// Licence : This source is under MIT licence | 
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// File    : test/gtx/rotate_vector.cpp | 
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/////////////////////////////////////////////////////////////////////////////////////////////////// | 
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#include <glm/glm.hpp> | 
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#include <glm/gtx/rotate_vector.hpp> | 
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int test_rotate() | 
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{ | 
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    int Error = 0; | 
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    glm::vec2 A = glm::rotate(glm::vec2(1, 0), 90.f); | 
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    glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), 90.f, glm::vec3(0, 0, 1)); | 
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    glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), 90.f, glm::vec3(0, 0, 1)); | 
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    glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f); | 
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    glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f); | 
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     | 
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    glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f); | 
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    glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f); | 
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    glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f); | 
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    glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f); | 
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    glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1)); | 
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    return Error; | 
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} | 
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int test_rotateX() | 
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{ | 
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    int Error = 0; | 
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    glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f); | 
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    glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f); | 
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    return Error; | 
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} | 
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int test_rotateY() | 
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{ | 
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    int Error = 0; | 
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    glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f); | 
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    glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f); | 
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    return Error; | 
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} | 
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int test_rotateZ() | 
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{ | 
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    int Error = 0; | 
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    glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f); | 
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    glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f); | 
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    return Error; | 
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} | 
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int test_orientation() | 
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{ | 
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    int Error = 0; | 
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    glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 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_rotate(); | 
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    Error += test_rotateX(); | 
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    Error += test_rotateY(); | 
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    Error += test_rotateZ(); | 
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    Error += test_orientation(); | 
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	return Error; | 
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} | 
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