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- ///////////////////////////////////////////////////////////////////////////////////
- /// OpenGL Mathematics (glm.g-truc.net)
- ///
- /// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
- /// Permission is hereby granted, free of charge, to any person obtaining a copy
- /// of this software and associated documentation files (the "Software"), to deal
- /// in the Software without restriction, including without limitation the rights
- /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- /// copies of the Software, and to permit persons to whom the Software is
- /// furnished to do so, subject to the following conditions:
- ///
- /// The above copyright notice and this permission notice shall be included in
- /// all copies or substantial portions of the Software.
- ///
- /// Restrictions:
- /// By making use of the Software for military purposes, you choose to make
- /// a Bunny unhappy.
- ///
- /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- /// THE SOFTWARE.
- ///
- /// @file test/gtx/gtx_rotate_vector.cpp
- /// @date 2011-05-16 / 2014-11-25
- /// @author Christophe Riccio
- ///////////////////////////////////////////////////////////////////////////////////
- #include <glm/gtc/constants.hpp>
- #include <glm/gtx/rotate_vector.hpp>
- int test_rotate()
- {
- int Error = 0;
- glm::vec2 A = glm::rotate(glm::vec2(1, 0), glm::pi<float>() * 0.5f);
- glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
- glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
- glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
- glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
- glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
- glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
- glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
- glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
- glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
- return Error;
- }
- int test_rotateX()
- {
- int Error = 0;
- glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
- glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
- return Error;
- }
- int test_rotateY()
- {
- int Error = 0;
- glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
- glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
- return Error;
- }
- int test_rotateZ()
- {
- int Error = 0;
- glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
- glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
- return Error;
- }
- int test_orientation()
- {
- int Error = 0;
- glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
- return Error;
- }
- int main()
- {
- int Error = 0;
- Error += test_rotate();
- Error += test_rotateX();
- Error += test_rotateY();
- Error += test_rotateZ();
- Error += test_orientation();
- return Error;
- }
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