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- #include <glm/gtc/constants.hpp>
- #include <glm/ext/quaternion_geometric.hpp>
- #include <glm/ext/quaternion_float.hpp>
- #include <glm/ext/quaternion_float_precision.hpp>
- #include <glm/ext/quaternion_double.hpp>
- #include <glm/ext/quaternion_double_precision.hpp>
- #include <glm/ext/vector_float3.hpp>
- #include <glm/ext/vector_float3_precision.hpp>
- #include <glm/ext/vector_double3.hpp>
- #include <glm/ext/vector_double3_precision.hpp>
- #include <glm/ext/scalar_relational.hpp>
- #include <glm/gtc/quaternion.hpp>
- static int test_angle()
- {
- int Error = 0;
- {
- glm::quat const Q = glm::quat(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
- float const A = glm::degrees(glm::angle(Q));
- Error += glm::equal(A, 90.0f, glm::epsilon<float>()) ? 0 : 1;
- }
- {
- glm::quat const Q = glm::quat(glm::vec3(0, 1, 0), glm::vec3(1, 0, 0));
- float const A = glm::degrees(glm::angle(Q));
- Error += glm::equal(A, 90.0f, glm::epsilon<float>()) ? 0 : 1;
- }
- return Error;
- }
- static int test_length()
- {
- int Error = 0;
- {
- float const A = glm::length(glm::quat(1, 0, 0, 0));
- Error += glm::equal(A, 1.0f, glm::epsilon<float>()) ? 0 : 1;
- }
- {
- float const A = glm::length(glm::quat(1, glm::vec3(0)));
- Error += glm::equal(A, 1.0f, glm::epsilon<float>()) ? 0 : 1;
- }
- {
- float const A = glm::length(glm::quat(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0)));
- Error += glm::equal(A, 1.0f, glm::epsilon<float>()) ? 0 : 1;
- }
- return Error;
- }
- static int test_normalize()
- {
- int Error = 0;
- {
- glm::quat const A = glm::quat(1, 0, 0, 0);
- glm::quat const N = glm::normalize(A);
- Error += glm::all(glm::equal(A, N, glm::epsilon<float>())) ? 0 : 1;
- }
- {
- glm::quat const A = glm::quat(1, glm::vec3(0));
- glm::quat const N = glm::normalize(A);
- Error += glm::all(glm::equal(A, N, glm::epsilon<float>())) ? 0 : 1;
- }
- return Error;
- }
- int main()
- {
- int Error = 0;
- Error += test_angle();
- Error += test_length();
- Error += test_normalize();
- return Error;
- }
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