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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_vector_angle.cpp
- /// @date 2011-05-15 / 2014-11-25
- /// @author Christophe Riccio
- ///////////////////////////////////////////////////////////////////////////////////
- #include <glm/gtc/constants.hpp>
- #include <glm/gtx/vector_angle.hpp>
- #include <limits>
- int test_angle()
- {
- int Error = 0;
-
- float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
- Error += glm::epsilonEqual(AngleA, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
- float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
- Error += glm::epsilonEqual(AngleB, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
- float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
- Error += glm::epsilonEqual(AngleC, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
- return Error;
- }
- int test_orientedAngle_vec2()
- {
- int Error = 0;
-
- float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
- Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
- float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
- Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
- float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
- Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
- return Error;
- }
- int test_orientedAngle_vec3()
- {
- int Error = 0;
-
- float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
- Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
- float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
- Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
- float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
- Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
- return Error;
- }
- int main()
- {
- int Error(0);
-
- Error += test_angle();
- Error += test_orientedAngle_vec2();
- Error += test_orientedAngle_vec3();
- return Error;
- }
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