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- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // Created : 2011-05-15
- // Updated : 2011-05-15
- // Licence : This source is under MIT licence
- // File : test/gtx/vector_angle.cpp
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include <glm/glm.hpp>
- #include <glm/gtx/vector_angle.hpp>
- #include <iostream>
- #include <limits>
- int test_vector_angle_calls()
- {
- int Error = 0;
- float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
- float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
- float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
- float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
- return Error;
- }
- int test_vector_angle_orientedAngle()
- {
- int Error = 0;
-
- float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
- Error += AngleA == 45.f ? 0 : 1;
- float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
- Error += AngleB == -45.f ? 0 : 1;
-
- float AngleC = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
- Error += AngleC == 45.f ? 0 : 1;
- float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)));
- Error += AngleD == -45.f ? 0 : 1;
-
- float AngleE = glm::orientedAngle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
- Error += AngleE == 45.f ? 0 : 1;
- float AngleF = glm::orientedAngle(glm::vec4(0, 1, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
- Error += AngleF == -45.f ? 0 : 1;
-
- return Error;
- }
- int main()
- {
- int Error = 0;
- Error += test_vector_angle_orientedAngle();
- Error += test_vector_angle_calls();
- return Error;
- }
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