231 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| // Created : 2010-09-16
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| // Updated : 2011-05-25
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| // Licence : This source is under MIT licence
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| // File    : test/gtc/quaternion.cpp
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| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| 
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| #include <glm/glm.hpp>
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| #include <glm/gtc/quaternion.hpp>
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| #include <glm/gtc/epsilon.hpp>
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| 
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| int test_quat_angle()
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| {
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| 	int Error = 0;
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| 
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| 	{
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| 		glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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| 		glm::quat N = glm::normalize(Q);
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| 		float L = glm::length(N);
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| 		Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
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| 		float A = glm::angle(N);
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| 		Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
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| 	}
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| 	{
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| 		glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(0, 1, 1)));
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| 		glm::quat N = glm::normalize(Q);
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| 		float L = glm::length(N);
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| 		Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
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| 		float A = glm::angle(N);
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| 		Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
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| 	}
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| 	{
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| 		glm::quat Q = glm::angleAxis(45.0f, glm::normalize(glm::vec3(1, 2, 3)));
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| 		glm::quat N = glm::normalize(Q);
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| 		float L = glm::length(N);
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| 		Error += glm::epsilonEqual(L, 1.0f, 0.01f) ? 0 : 1;
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| 		float A = glm::angle(N);
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| 		Error += glm::epsilonEqual(A, 45.0f, 0.01f) ? 0 : 1;
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| 	}
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| 
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| 	return Error;
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| }
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| 
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| int test_quat_angleAxis()
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| {
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| 	int Error = 0;
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| 
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| 	glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
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| 	glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
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| 	glm::quat C = glm::mix(A, B, 0.5f);
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| 	glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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| 
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| 	Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
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| 	Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
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| 	Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
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| 	Error += glm::epsilonEqual(C.w, D.w, 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_quat_mix()
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| {
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| 	int Error = 0;
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| 
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| 	glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
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| 	glm::quat B = glm::angleAxis(90.0f, glm::vec3(0, 0, 1));
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| 	glm::quat C = glm::mix(A, B, 0.5f);
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| 	glm::quat D = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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| 
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| 	Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
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| 	Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
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| 	Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
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| 	Error += glm::epsilonEqual(C.w, D.w, 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_quat_precision()
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| {
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| 	int Error = 0;
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| 
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| 	Error += sizeof(glm::lowp_quat) <= sizeof(glm::mediump_quat) ? 0 : 1;
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| 	Error += sizeof(glm::mediump_quat) <= sizeof(glm::highp_quat) ? 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_quat_normalize()
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| {
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| 	int Error(0);
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| 
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| 	{
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| 		glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 1));
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| 		glm::quat N = glm::normalize(Q);
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| 		float L = glm::length(N);
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| 		Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
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| 	}
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| 	{
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| 		glm::quat Q = glm::angleAxis(45.0f, glm::vec3(0, 0, 2));
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| 		glm::quat N = glm::normalize(Q);
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| 		float L = glm::length(N);
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| 		Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
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| 	}
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| 	{
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| 		glm::quat Q = glm::angleAxis(45.0f, glm::vec3(1, 2, 3));
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| 		glm::quat N = glm::normalize(Q);
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| 		float L = glm::length(N);
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| 		Error += glm::epsilonEqual(L, 1.0f, 0.000001f) ? 0 : 1;
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| 	}
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| 
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| 	return Error;
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| }
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| 
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| int test_quat_euler()
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| {
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| 	int Error(0);
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| 
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| 	{
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| 		glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
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| 		float Roll = glm::roll(q);
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| 		float Pitch = glm::pitch(q);
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| 		float Yaw = glm::yaw(q);
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| 		glm::vec3 Angles = glm::eulerAngles(q);
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| 	}
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| 
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| 	{
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| 		glm::dquat q(1.0f, 0.0f, 0.0f, 1.0f);
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| 		double Roll = glm::roll(q);
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| 		double Pitch = glm::pitch(q);
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| 		double Yaw = glm::yaw(q);
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| 		glm::dvec3 Angles = glm::eulerAngles(q);
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| 	}
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| 
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| 	{
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| 		glm::hquat q(glm::half(1.0f), glm::half(0.0f), glm::half(0.0f), glm::half(1.0f));
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| 		glm::half Roll = glm::roll(q);
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| 		glm::half Pitch = glm::pitch(q);
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| 		glm::half Yaw = glm::yaw(q);
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| 		glm::hvec3 Angles = glm::eulerAngles(q);
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| 	}
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| 
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| 	return Error;
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| }
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| 
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| int test_quat_slerp()
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| {
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| 	int Error(0);
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| 
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| 	float const Epsilon = 0.0001f;//glm::epsilon<float>();
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| 
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| 	float sqrt2 = sqrt(2.0f)/2.0f;
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| 	glm::quat id;
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| 	glm::quat Y90rot(sqrt2, 0.0f, sqrt2, 0.0f);
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| 	glm::quat Y180rot(0.0f, 0.0f, 1.0f, 0.0f);
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| 
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| 	// Testing a == 0
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| 	// Must be id
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| 	glm::quat id2 = glm::slerp(id, Y90rot, 0.0f);
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| 	Error += glm::all(glm::epsilonEqual(id, id2, Epsilon)) ? 0 : 1;
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| 
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| 	// Testing a == 1
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| 	// Must be 90<39> rotation on Y : 0 0.7 0 0.7
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| 	glm::quat Y90rot2 = glm::slerp(id, Y90rot, 1.0f);
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| 	Error += glm::all(glm::epsilonEqual(Y90rot, Y90rot2, Epsilon)) ? 0 : 1;
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| 
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| 	// Testing standard, easy case
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| 	// Must be 45<34> rotation on Y : 0 0.38 0 0.92
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| 	glm::quat Y45rot1 = glm::slerp(id, Y90rot, 0.5f);
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| 
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| 	// Testing reverse case
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| 	// Must be 45<34> rotation on Y : 0 0.38 0 0.92
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| 	glm::quat Ym45rot2 = glm::slerp(Y90rot, id, 0.5f);
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| 
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| 	// Testing against full circle around the sphere instead of shortest path
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| 	// Must be 45<34> rotation on Y
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| 	// certainly not a 135<33> rotation
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| 	glm::quat Y45rot3 = glm::slerp(id , -Y90rot, 0.5f);
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| 	float Y45angle3 = glm::angle(Y45rot3);
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| 	Error += glm::epsilonEqual(Y45angle3, 45.f, Epsilon) ? 0 : 1;
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| 	Error += glm::all(glm::epsilonEqual(Ym45rot2, Y45rot3, Epsilon)) ? 0 : 1;
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| 
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| 	// Same, but inverted
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| 	// Must also be 45<34> rotation on Y :  0 0.38 0 0.92
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| 	// -0 -0.38 -0 -0.92 is ok too
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| 	glm::quat Y45rot4 = glm::slerp(-Y90rot, id, 0.5f);
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| 	Error += glm::all(glm::epsilonEqual(Ym45rot2, -Y45rot4, Epsilon)) ? 0 : 1;
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| 
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| 	// Testing q1 = q2
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| 	// Must be 90<39> rotation on Y : 0 0.7 0 0.7
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| 	glm::quat Y90rot3 = glm::slerp(Y90rot, Y90rot, 0.5f);
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| 	Error += glm::all(glm::epsilonEqual(Y90rot, Y90rot3, Epsilon)) ? 0 : 1;
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| 
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| 	// Testing 180<38> rotation
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| 	// Must be 90<39> rotation on almost any axis that is on the XZ plane
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| 	glm::quat XZ90rot = glm::slerp(id, -Y90rot, 0.5f);
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| 	float XZ90angle = glm::angle(XZ90rot); // Must be PI/4 = 0.78;
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| 	Error += glm::epsilonEqual(XZ90angle, 45.f, Epsilon) ? 0 : 1;
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| 
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| 	// Testing almost equal quaternions (this test should pass through the linear interpolation)
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| 	// Must be 0 0.00X 0 0.99999
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| 	glm::quat almostid = glm::slerp(id, glm::angleAxis(0.1f, 0.0f, 1.0f, 0.0f), 0.5f);
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| 
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| 	return Error;
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| }
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| 
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| int test_quat_type()
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| {
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| 	glm::quat A;
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| 	glm::dquat B;
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| 
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| 	return 0;
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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_quat_precision();
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| 	Error += test_quat_type();
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| 	Error += test_quat_angle();
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| 	Error += test_quat_angleAxis();
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| 	Error += test_quat_mix();
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| 	Error += test_quat_normalize();
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| 	Error += test_quat_euler();
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| 	Error += test_quat_slerp();
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| 
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| 	return Error;
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| }
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