Fixed bug #15, added missing roll, pitch and yaw functions; Fixed half implicit conversions

This commit is contained in:
Christophe Riccio
2012-12-13 22:48:20 +01:00
parent 931b7bcdd6
commit 841f91e830
11 changed files with 244 additions and 171 deletions

View File

@@ -13,34 +13,34 @@
int test_quat_angle()
{
int Error = 0;
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
float A = glm::angle(N);
Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(0, 1, 1)));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
float A = glm::angle(N);
Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(1, 2, 3)));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
float A = glm::angle(N);
Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
}
return Error;
int Error = 0;
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
float A = glm::angle(N);
Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(0, 1, 1)));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
float A = glm::angle(N);
Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(1, 2, 3)));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
float A = glm::angle(N);
Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
}
return Error;
}
int test_quat_angleAxis()
@@ -49,10 +49,10 @@ int test_quat_angleAxis()
glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
glm::quat C = glm::mix(A, B, 0.5f);
glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
glm::quat C = glm::mix(A, B, 0.5f);
glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
@@ -63,17 +63,17 @@ int test_quat_angleAxis()
int test_quat_mix()
{
int Error = 0;
glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
glm::quat C = glm::mix(A, B, 0.5f);
glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
glm::quat C = glm::mix(A, B, 0.5f);
glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
return Error;
}
@@ -83,54 +83,86 @@ int test_quat_precision()
Error += sizeof(glm::lowp_quat) <= sizeof(glm::mediump_quat) ? 0 : 1;
Error += sizeof(glm::mediump_quat) <= sizeof(glm::highp_quat) ? 0 : 1;
return Error;
return Error;
}
int test_quat_normalize()
{
int Error = 0;
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 2));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(1, 2, 3));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
}
int Error(0);
return Error;
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 2));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
}
{
glm::quat Q = glm::angleAxis(45.0f, glm::vec3(1, 2, 3));
glm::quat N = glm::normalize(Q);
float L = glm::length(N);
Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
}
return Error;
}
int test_quat_euler()
{
int Error(0);
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float Roll = glm::roll(q);
float Pitch = glm::pitch(q);
float Yaw = glm::yaw(q);
glm::vec3 Angles = glm::eulerAngles(q);
}
{
glm::dquat q(1.0f, 0.0f, 0.0f, 1.0f);
double Roll = glm::roll(q);
double Pitch = glm::pitch(q);
double Yaw = glm::yaw(q);
glm::dvec3 Angles = glm::eulerAngles(q);
}
{
glm::hquat q(glm::half(1.0f), glm::half(0.0f), glm::half(0.0f), glm::half(1.0f));
glm::half Roll = glm::roll(q);
glm::half Pitch = glm::pitch(q);
glm::half Yaw = glm::yaw(q);
glm::hvec3 Angles = glm::eulerAngles(q);
}
return Error;
}
int test_quat_type()
{
glm::quat A;
glm::dquat B;
return 0;
glm::quat A;
glm::dquat B;
return 0;
}
int main()
{
int Error = 0;
int Error(0);
Error += test_quat_precision();
Error += test_quat_type();
Error += test_quat_angle();
Error += test_quat_type();
Error += test_quat_angle();
Error += test_quat_angleAxis();
Error += test_quat_mix();
Error += test_quat_normalize();
Error += test_quat_euler();
return Error;
}