69 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| // OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| // Created : 2011-05-15
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| // Updated : 2011-05-15
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| // Licence : This source is under MIT licence
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| // File    : test/gtx/vector_angle.cpp
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| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| 
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| #include <glm/gtc/constants.hpp>
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| #include <glm/gtx/vector_angle.hpp>
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| #include <iostream>
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| #include <limits>
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| 
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| int test_angle()
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| {
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| 	int Error = 0;
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| 	
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| 	float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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| 	Error += glm::epsilonEqual(AngleA, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
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| 	float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
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| 	Error += glm::epsilonEqual(AngleB, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
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| 	float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
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| 	Error += glm::epsilonEqual(AngleC, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
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| 
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| 	return Error;
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| }
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| 
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| int test_orientedAngle_vec2()
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| {
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| 	int Error = 0;
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| 	
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| 	float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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| 	Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
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| 	float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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| 	Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
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| 	float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
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| 	Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
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| 
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| 	return Error;
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| }
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| 
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| int test_orientedAngle_vec3()
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| {
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| 	int Error = 0;
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| 	
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| 	float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
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| 	Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
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| 	float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
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| 	Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
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| 	float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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| 	Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
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| 
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| 	return Error;
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| }
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| 
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| int main()
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| {
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| 	int Error(0);
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| 	
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| 	Error += test_angle();
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| 	Error += test_orientedAngle_vec2();
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| 	Error += test_orientedAngle_vec3();
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| 
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| 	return Error;
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| }
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| 
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| 
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