gtx_vector_angle.cpp 2.2 KB

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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////
  2. // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
  3. ///////////////////////////////////////////////////////////////////////////////////////////////////
  4. // Created : 2011-05-15
  5. // Updated : 2011-05-15
  6. // Licence : This source is under MIT licence
  7. // File : test/gtx/vector_angle.cpp
  8. ///////////////////////////////////////////////////////////////////////////////////////////////////
  9. #include <glm/glm.hpp>
  10. #include <glm/gtx/vector_angle.hpp>
  11. #include <iostream>
  12. #include <limits>
  13. int test_angle()
  14. {
  15. int Error = 0;
  16. float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
  17. Error += glm::equalEpsilon(AngleA, 45.f, 0.01f) ? 0 : 1;
  18. float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
  19. Error += glm::equalEpsilon(AngleB, 45.f, 0.01f) ? 0 : 1;
  20. float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
  21. Error += glm::equalEpsilon(AngleC, 45.f, 0.01f) ? 0 : 1;
  22. return Error;
  23. }
  24. int test_orientedAngle_vec2()
  25. {
  26. int Error = 0;
  27. float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
  28. Error += AngleA == 45.f ? 0 : 1;
  29. float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
  30. Error += AngleB == -45.f ? 0 : 1;
  31. float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
  32. Error += AngleC == 45.f ? 0 : 1;
  33. return Error;
  34. }
  35. int test_orientedAngle_vec3()
  36. {
  37. int Error = 0;
  38. float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
  39. Error += AngleA == 45.f ? 0 : 1;
  40. float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
  41. Error += AngleB == -45.f ? 0 : 1;
  42. float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
  43. Error += AngleC == 45.f ? 0 : 1;
  44. return Error;
  45. }
  46. int main()
  47. {
  48. int Error = 0;
  49. Error += test_angle();
  50. Error += test_orientedAngle_vec2();
  51. Error += test_orientedAngle_vec3();
  52. return Error;
  53. }