gtx_matrix_interpolation.cpp 1.1 KB

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  1. #define GLM_ENABLE_EXPERIMENTAL
  2. #include <glm/gtc/quaternion.hpp>
  3. #include <glm/gtx/matrix_interpolation.hpp>
  4. #include <iostream>
  5. int test_axisAngle()
  6. {
  7. int Error = 0;
  8. float p = 0.171654f;
  9. glm::mat4 m1(-0.9946f, 0.0f, -0.104531f, 0.0f,
  10. 0.0f, 1.0f, 0.0f, 0.0f,
  11. 0.104531f, 0.0f, -0.9946f, 0.0f,
  12. 0.0f, 0.0f, 0.0f, 1.0f);
  13. glm::mat4 m2(-0.992624f, 0.0f, -0.121874f, 0.0f,
  14. 0.0f, 1.0f, 0.0f, 0.0f,
  15. 0.121874f, 0.0f, -0.992624f, 0.0f,
  16. 0.0f, 0.0f, 0.0f, 1.0f);
  17. glm::mat4 const m1rot = glm::extractMatrixRotation(m1);
  18. glm::mat4 const dltRotation = m2 * glm::transpose(m1rot);
  19. glm::vec3 dltAxis(0.0f);
  20. float dltAngle = 0.0f;
  21. glm::axisAngle(dltRotation, dltAxis, dltAngle);
  22. std::cout << "dltAngle: (" << dltAxis.x << ", " << dltAxis.y << ", " << dltAxis.z << "), dltAngle: " << dltAngle << std::endl;
  23. glm::fquat q = glm::quat_cast(dltRotation);
  24. std::cout << "q: (" << q.x << ", " << q.y << ", " << q.z << ", " << q.w << ")" << std::endl;
  25. float yaw = glm::yaw(q);
  26. std::cout << "Yaw: " << yaw << std::endl;
  27. return Error;
  28. }
  29. int main()
  30. {
  31. int Error = 0;
  32. Error += test_axisAngle();
  33. return Error;
  34. }