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- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // Created : 2011-01-15
- // Updated : 2011-01-15
- // Licence : This source is under MIT licence
- // File : test/core/func_matrix.cpp
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include <glm/glm.hpp>
- int test_matrixCompMult()
- {
- return 0;
- }
- int test_outerProduct()
- {
- return 0;
- }
- int test_transpose()
- {
- return 0;
- }
- int test_determinant()
- {
- return 0;
- }
- int test_inverse()
- {
- int Failed(0);
- glm::mat4x4 A4x4(
- glm::vec4(1, 0, 1, 0),
- glm::vec4(0, 1, 0, 0),
- glm::vec4(0, 0, 1, 0),
- glm::vec4(0, 0, 0, 1));
- glm::mat4x4 B4x4 = glm::inverse(A4x4);
- glm::mat4x4 I4x4 = A4x4 * B4x4;
- Failed += I4x4 == glm::mat4x4(1) ? 0 : 1;
- glm::mat3x3 A3x3(
- glm::vec3(1, 0, 1),
- glm::vec3(0, 1, 0),
- glm::vec3(0, 0, 1));
- glm::mat3x3 B3x3 = glm::inverse(A3x3);
- glm::mat3x3 I3x3 = A3x3 * B3x3;
- Failed += I3x3 == glm::mat3x3(1) ? 0 : 1;
- glm::mat2x2 A2x2(
- glm::vec2(1, 1),
- glm::vec2(0, 1));
- glm::mat2x2 B2x2 = glm::inverse(A2x2);
- glm::mat2x2 I2x2 = A2x2 * B2x2;
- Failed += I2x2 == glm::mat2x2(1) ? 0 : 1;
- return Failed;
- }
- int main()
- {
- int Failed = 0;
- Failed += test_matrixCompMult();
- Failed += test_outerProduct();
- Failed += test_transpose();
- Failed += test_determinant();
- Failed += test_inverse();
- return Failed;
- }
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