gtx_rotate_vector.cpp 1.8 KB

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  1. #include <glm/gtc/constants.hpp>
  2. #include <glm/gtx/rotate_vector.hpp>
  3. int test_rotate()
  4. {
  5. int Error = 0;
  6. glm::vec2 A = glm::rotate(glm::vec2(1, 0), glm::pi<float>() * 0.5f);
  7. glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
  8. glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
  9. glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
  10. glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
  11. glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
  12. glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
  13. glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
  14. glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
  15. glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
  16. return Error;
  17. }
  18. int test_rotateX()
  19. {
  20. int Error = 0;
  21. glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
  22. glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
  23. return Error;
  24. }
  25. int test_rotateY()
  26. {
  27. int Error = 0;
  28. glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
  29. glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
  30. return Error;
  31. }
  32. int test_rotateZ()
  33. {
  34. int Error = 0;
  35. glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
  36. glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
  37. return Error;
  38. }
  39. int test_orientation()
  40. {
  41. int Error = 0;
  42. glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
  43. return Error;
  44. }
  45. int main()
  46. {
  47. int Error = 0;
  48. Error += test_rotate();
  49. Error += test_rotateX();
  50. Error += test_rotateY();
  51. Error += test_rotateZ();
  52. Error += test_orientation();
  53. return Error;
  54. }