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- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // Created : 2010-09-16
- // Updated : 2011-05-25
- // Licence : This source is under MIT licence
- // File : test/gtc/quaternion.cpp
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include <glm/glm.hpp>
- #include <glm/gtc/quaternion.hpp>
- #include <glm/gtc/epsilon.hpp>
- int test_quat_angle()
- {
- int Error = 0;
- {
- glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
- float A = glm::angle(N);
- Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
- }
- {
- 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 += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
- float A = glm::angle(N);
- Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
- }
- {
- 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 += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
- float A = glm::angle(N);
- Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
- }
- return Error;
- }
- 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::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
- Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
- Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
- Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
- return Error;
- }
- int test_quat_mix()
- {
- 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::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
- Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
- Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
- Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
- return Error;
- }
- int test_quat_precision()
- {
- int Error = 0;
- Error += sizeof(glm::lowp_quat) <= sizeof(glm::mediump_quat) ? 0 : 1;
- Error += sizeof(glm::mediump_quat) <= sizeof(glm::highp_quat) ? 0 : 1;
- return Error;
- }
- int test_quat_normalize()
- {
- int Error(0);
- {
- glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
- }
- {
- glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 2));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
- }
- {
- glm::quat Q = glm::angleAxis(45.0f, glm::vec3(1, 2, 3));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
- }
- return Error;
- }
- int test_quat_euler()
- {
- int Error(0);
- {
- glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
- float Roll = glm::roll(q);
- float Pitch = glm::pitch(q);
- float Yaw = glm::yaw(q);
- glm::vec3 Angles = glm::eulerAngles(q);
- }
- {
- glm::dquat q(1.0f, 0.0f, 0.0f, 1.0f);
- double Roll = glm::roll(q);
- double Pitch = glm::pitch(q);
- double Yaw = glm::yaw(q);
- glm::dvec3 Angles = glm::eulerAngles(q);
- }
- {
- glm::hquat q(glm::half(1.0f), glm::half(0.0f), glm::half(0.0f), glm::half(1.0f));
- glm::half Roll = glm::roll(q);
- glm::half Pitch = glm::pitch(q);
- glm::half Yaw = glm::yaw(q);
- glm::hvec3 Angles = glm::eulerAngles(q);
- }
- return Error;
- }
- int test_quat_slerp()
- {
- int Error(0);
- float const Epsilon = 0.0001f;//glm::epsilon<float>();
- float sqrt2 = sqrt(2.0f)/2.0f;
- glm::quat id;
- glm::quat Y90rot(sqrt2, 0.0f, sqrt2, 0.0f);
- glm::quat Y180rot(0.0f, 0.0f, 1.0f, 0.0f);
- // Testing a == 0
- // Must be id
- glm::quat id2 = glm::slerp(id, Y90rot, 0.0f);
- Error += glm::all(glm::epsilonEqual(id, id2, Epsilon)) ? 0 : 1;
- // Testing a == 1
- // Must be 90° rotation on Y : 0 0.7 0 0.7
- glm::quat Y90rot2 = glm::slerp(id, Y90rot, 1.0f);
- Error += glm::all(glm::epsilonEqual(Y90rot, Y90rot2, Epsilon)) ? 0 : 1;
- // Testing standard, easy case
- // Must be 45° rotation on Y : 0 0.38 0 0.92
- glm::quat Y45rot1 = glm::slerp(id, Y90rot, 0.5f);
- // Testing reverse case
- // Must be 45° rotation on Y : 0 0.38 0 0.92
- glm::quat Ym45rot2 = glm::slerp(Y90rot, id, 0.5f);
- // Testing against full circle around the sphere instead of shortest path
- // Must be 45° rotation on Y
- // certainly not a 135° rotation
- glm::quat Y45rot3 = glm::slerp(id , -Y90rot, 0.5f);
- float Y45angle3 = glm::angle(Y45rot3);
- Error += glm::epsilonEqual(Y45angle3, 45.f, Epsilon) ? 0 : 1;
- Error += glm::all(glm::epsilonEqual(Ym45rot2, Y45rot3, Epsilon)) ? 0 : 1;
- // Same, but inverted
- // Must also be 45° rotation on Y : 0 0.38 0 0.92
- // -0 -0.38 -0 -0.92 is ok too
- glm::quat Y45rot4 = glm::slerp(-Y90rot, id, 0.5f);
- Error += glm::all(glm::epsilonEqual(Ym45rot2, -Y45rot4, Epsilon)) ? 0 : 1;
- // Testing q1 = q2
- // Must be 90° rotation on Y : 0 0.7 0 0.7
- glm::quat Y90rot3 = glm::slerp(Y90rot, Y90rot, 0.5f);
- Error += glm::all(glm::epsilonEqual(Y90rot, Y90rot3, Epsilon)) ? 0 : 1;
- // Testing 180° rotation
- // Must be 90° rotation on almost any axis that is on the XZ plane
- glm::quat XZ90rot = glm::slerp(id, -Y90rot, 0.5f);
- float XZ90angle = glm::angle(XZ90rot); // Must be PI/4 = 0.78;
- Error += glm::epsilonEqual(XZ90angle, 45.f, Epsilon) ? 0 : 1;
- // Testing almost equal quaternions (this test should pass through the linear interpolation)
- // Must be 0 0.00X 0 0.99999
- glm::quat almostid = glm::slerp(id, glm::angleAxis(0.1f, 0.0f, 1.0f, 0.0f), 0.5f);
- return Error;
- }
- int test_quat_type()
- {
- glm::quat A;
- glm::dquat B;
- return 0;
- }
- int main()
- {
- int Error(0);
- Error += test_quat_precision();
- Error += test_quat_type();
- Error += test_quat_angle();
- Error += test_quat_angleAxis();
- Error += test_quat_mix();
- Error += test_quat_normalize();
- Error += test_quat_euler();
- Error += test_quat_slerp();
- return Error;
- }
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