gtx_vector_angle.cpp 1.8 KB

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  1. #include <glm/gtc/constants.hpp>
  2. #include <glm/gtx/vector_angle.hpp>
  3. #include <limits>
  4. int test_angle()
  5. {
  6. int Error = 0;
  7. float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
  8. Error += glm::epsilonEqual(AngleA, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
  9. float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
  10. Error += glm::epsilonEqual(AngleB, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
  11. float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
  12. Error += glm::epsilonEqual(AngleC, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
  13. return Error;
  14. }
  15. int test_orientedAngle_vec2()
  16. {
  17. int Error = 0;
  18. float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
  19. Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
  20. float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
  21. Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
  22. float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
  23. Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
  24. return Error;
  25. }
  26. int test_orientedAngle_vec3()
  27. {
  28. int Error = 0;
  29. float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
  30. Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
  31. float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
  32. Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
  33. float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
  34. Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
  35. return Error;
  36. }
  37. int main()
  38. {
  39. int Error(0);
  40. Error += test_angle();
  41. Error += test_orientedAngle_vec2();
  42. Error += test_orientedAngle_vec3();
  43. return Error;
  44. }