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- #define GLM_ENABLE_EXPERIMENTAL
- #include <glm/gtc/quaternion.hpp>
- #include <glm/gtx/matrix_interpolation.hpp>
- #include <iostream>
- static int test_axisAngle()
- {
- int Error = 0;
- glm::mat4 m1(-0.9946f, 0.0f, -0.104531f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.104531f, 0.0f, -0.9946f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
- glm::mat4 m2(-0.992624f, 0.0f, -0.121874f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.121874f, 0.0f, -0.992624f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
- glm::mat4 const m1rot = glm::extractMatrixRotation(m1);
- glm::mat4 const dltRotation = m2 * glm::transpose(m1rot);
- glm::vec3 dltAxis(0.0f);
- float dltAngle = 0.0f;
- glm::axisAngle(dltRotation, dltAxis, dltAngle);
- std::cout << "dltAxis: (" << dltAxis.x << ", " << dltAxis.y << ", " << dltAxis.z << "), dltAngle: " << dltAngle << std::endl;
- glm::quat q = glm::quat_cast(dltRotation);
- std::cout << "q: (" << q.x << ", " << q.y << ", " << q.z << ", " << q.w << ")" << std::endl;
- float yaw = glm::yaw(q);
- std::cout << "Yaw: " << yaw << std::endl;
- return Error;
- }
- static int test_rotate()
- {
- glm::mat4 m2(1.0);
- float myAngle = 1.0f;
- m2 = glm::rotate(m2, myAngle, glm::vec3(1.0f, 0.0f, 0.0f));
- glm::vec3 m2Axis;
- float m2Angle;
- glm::axisAngle(m2, m2Axis, m2Angle);
- return 0;
- }
- int main()
- {
- int Error = 0;
- Error += test_axisAngle();
- Error += test_rotate();
- return Error;
- }
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