gtx_norm.cpp 1.6 KB

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  1. #define GLM_ENABLE_EXPERIMENTAL
  2. #include <glm/gtx/norm.hpp>
  3. int test_lxNorm()
  4. {
  5. int Error(0);
  6. {
  7. unsigned int depth_1 = 1;
  8. float normA = glm::lxNorm(glm::vec3(2, 3, 1), depth_1);
  9. float normB = glm::l1Norm(glm::vec3(2, 3, 1));
  10. Error += glm::epsilonEqual(normA, normB, 0.00001f) ? 0 : 1;
  11. Error += glm::epsilonEqual(normA, 6.f, 0.00001f) ? 0 : 1;
  12. }
  13. {
  14. unsigned int depth_1 = 1;
  15. float normA = glm::lxNorm(glm::vec3(-1, -2, -3), depth_1);
  16. float normB = glm::l1Norm(glm::vec3(-1, -2, -3));
  17. Error += glm::epsilonEqual(normA, normB, 0.00001f) ? 0 : 1;
  18. Error += glm::epsilonEqual(normA, 6.f, 0.00001f) ? 0 : 1;
  19. }
  20. {
  21. unsigned int depth_2 = 2;
  22. float normA = glm::lxNorm(glm::vec3(2, 3, 1), depth_2);
  23. float normB = glm::l2Norm(glm::vec3(2, 3, 1));
  24. Error += glm::epsilonEqual(normA, normB, 0.00001f) ? 0 : 1;
  25. Error += glm::epsilonEqual(normA, 3.741657387f, 0.00001f) ? 0 : 1;
  26. }
  27. {
  28. unsigned int depth_2 = 2;
  29. float normA = glm::lxNorm(glm::vec3(-1, -2, -3), depth_2);
  30. float normB = glm::l2Norm(glm::vec3(-1, -2, -3));
  31. Error += glm::epsilonEqual(normA, normB, 0.00001f) ? 0 : 1;
  32. Error += glm::epsilonEqual(normA, 3.741657387f, 0.00001f) ? 0 : 1;
  33. }
  34. {
  35. unsigned int oddDepth = 3;
  36. float norm = glm::lxNorm(glm::vec3(2, 3, 1), oddDepth);
  37. Error += glm::epsilonEqual(norm, 3.301927249f, 0.00001f) ? 0 : 1;
  38. }
  39. {
  40. unsigned int oddDepth = 3;
  41. float norm = glm::lxNorm(glm::vec3(-1, -2, -3), oddDepth);
  42. Error += glm::epsilonEqual(norm, 3.301927249f, 0.00001f) ? 0 : 1;
  43. }
  44. return Error;
  45. }
  46. int main()
  47. {
  48. int Error(0);
  49. Error += test_lxNorm();
  50. return Error;
  51. }