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Fixed angle implementation

Christophe Riccio 14 years ago
parent
commit
c9b7b712fb
3 changed files with 30 additions and 11 deletions
  1. 1 1
      glm/gtx/quaternion.inl
  2. 5 4
      test/gtc/gtc_quaternion.cpp
  3. 24 6
      test/gtx/gtx_quaternion.cpp

+ 1 - 1
glm/gtx/quaternion.inl

@@ -149,7 +149,7 @@ namespace quaternion
 		detail::tquat<T> const & x
 	)
     {
-        return acos(x.w) * T(2);
+        return glm::degrees(acos(x.w) * T(2));
     }
 
     template <typename T> 

+ 5 - 4
test/gtc/gtc_quaternion.cpp

@@ -23,11 +23,12 @@ int test_quat_slerp()
 {
     int Error = 0;
     
-    glm::quat A(0.0f, glm::vec3(0, 0, 1));
-    glm::quat B(90.0f, glm::vec3(0, 0, 1));
+    glm::quat A(glm::vec3(0, 0, 1));
+    glm::quat B(glm::vec3(0, 1, 0));
     glm::quat C = glm::mix(A, B, 0.5f);
-    
-    Error += C == glm::quat(45.f, glm::vec3(0, 0, 1)) ? 0 : 1;
+    glm::quat D(glm::normalize(glm::vec3(0, 1, 1)));
+
+    Error += C == D ? 0 : 1;
 
     return Error;
 }

+ 24 - 6
test/gtx/gtx_quaternion.cpp

@@ -11,31 +11,48 @@
 #include <glm/gtx/quaternion.hpp>
 #include <glm/gtx/epsilon.hpp>
 
+int test_quat_angleAxis()
+{
+	int Error = 0;
+
+	glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
+	glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
+    glm::quat C = glm::mix(A, B, 0.5f);
+    glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
+
+    Error += glm::equalEpsilon(C.x, D.x, 0.01f) ? 0 : 1;
+	Error += glm::equalEpsilon(C.y, D.y, 0.01f) ? 0 : 1;
+	Error += glm::equalEpsilon(C.z, D.z, 0.01f) ? 0 : 1;
+	Error += glm::equalEpsilon(C.w, D.w, 0.01f) ? 0 : 1;
+
+	return Error;
+}
+
 int test_quat_angle()
 {
     int Error = 0;
     
     {
-        glm::quat Q(45.0f, glm::vec3(0, 0, 1));
+        glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
         glm::quat N = glm::normalize(Q);
         float L = glm::length(N);
-        Error += L == 1.0f ? 0 : 1;
+        Error += glm::equalEpsilon(L, 1.0f, 0.01f) ? 0 : 1;
         float A = glm::angle(N);
         Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
     }
     {
-        glm::quat Q(45.0f, glm::vec3(0, 0, 2));
+        glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(0, 1, 1)));
         glm::quat N = glm::normalize(Q);
         float L = glm::length(N);
-        Error += L == 1.0f ? 0 : 1;
+        Error += glm::equalEpsilon(L, 1.0f, 0.01f) ? 0 : 1;
         float A = glm::angle(N);
         Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
     }
     {
-        glm::quat Q(45.0f, glm::vec3(1, 2, 3));
+        glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(1, 2, 3)));
         glm::quat N = glm::normalize(Q);
         float L = glm::length(N);
-        Error += L == 1.0f ? 0 : 1;
+        Error += glm::equalEpsilon(L, 1.0f, 0.01f) ? 0 : 1;
         float A = glm::angle(N);
         Error += glm::equalEpsilon(A, 45.0f, 0.01f) ? 0 : 1;
     }
@@ -48,6 +65,7 @@ int main()
 	int Error = 0;
     
     Error += test_quat_angle();
+	Error += test_quat_angleAxis();
 
 	return Error;
 }