68 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2012 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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#include <glm/glm.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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int test_angle()
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{
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    int Error = 0;
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	float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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    Error += glm::equalEpsilon(AngleA, 45.f, 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::equalEpsilon(AngleB, 45.f, 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::equalEpsilon(AngleC, 45.f, 0.01f) ? 0 : 1;
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    return Error;
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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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	float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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    Error += AngleA == 45.f ? 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 == -45.f ? 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 == 45.f ? 0 : 1;
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    return Error;
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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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	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 == 45.f ? 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 == -45.f ? 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 == 45.f ? 0 : 1;
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    return Error;
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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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	Error += test_angle();
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    Error += test_orientedAngle_vec2();
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	Error += test_orientedAngle_vec3();
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	return Error;
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}
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