96 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
 | 
						|
///////////////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
// Created : 2011-05-16
 | 
						|
// Updated : 2011-05-16
 | 
						|
// Licence : This source is under MIT licence
 | 
						|
// File    : test/gtx/rotate_vector.cpp
 | 
						|
///////////////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
 | 
						|
#include <glm/glm.hpp>
 | 
						|
#include <glm/gtx/rotate_vector.hpp>
 | 
						|
 | 
						|
int test_rotate()
 | 
						|
{
 | 
						|
    int Error = 0;
 | 
						|
    
 | 
						|
    glm::vec2 A = glm::rotate(glm::vec2(1, 0), 90.f);
 | 
						|
 | 
						|
    glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), 90.f, glm::vec3(0, 0, 1));
 | 
						|
 | 
						|
    glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), 90.f, glm::vec3(0, 0, 1));
 | 
						|
 | 
						|
    glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f);
 | 
						|
 | 
						|
    glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f);
 | 
						|
    
 | 
						|
    glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f);
 | 
						|
 | 
						|
    glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f);
 | 
						|
    
 | 
						|
    glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f);
 | 
						|
 | 
						|
    glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f);
 | 
						|
    
 | 
						|
    glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
 | 
						|
    
 | 
						|
    return Error;
 | 
						|
}
 | 
						|
 | 
						|
int test_rotateX()
 | 
						|
{
 | 
						|
    int Error = 0;
 | 
						|
      
 | 
						|
    glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), 90.f);
 | 
						|
    
 | 
						|
    glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), 90.f);
 | 
						|
    
 | 
						|
    return Error;
 | 
						|
}
 | 
						|
 | 
						|
int test_rotateY()
 | 
						|
{
 | 
						|
    int Error = 0;
 | 
						|
    
 | 
						|
    glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), 90.f);
 | 
						|
    
 | 
						|
    glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), 90.f);
 | 
						|
     
 | 
						|
    return Error;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
int test_rotateZ()
 | 
						|
{
 | 
						|
    int Error = 0;
 | 
						|
      
 | 
						|
    glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), 90.f);
 | 
						|
    
 | 
						|
    glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), 90.f);
 | 
						|
    
 | 
						|
    return Error;
 | 
						|
}
 | 
						|
 | 
						|
int test_orientation()
 | 
						|
{
 | 
						|
    int Error = 0;
 | 
						|
    
 | 
						|
    glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
 | 
						|
    
 | 
						|
    return Error;
 | 
						|
}
 | 
						|
 | 
						|
int main()
 | 
						|
{
 | 
						|
	int Error = 0;
 | 
						|
    Error += test_rotate();
 | 
						|
    Error += test_rotateX();
 | 
						|
    Error += test_rotateY();
 | 
						|
    Error += test_rotateZ();
 | 
						|
    Error += test_orientation();
 | 
						|
    
 | 
						|
	return Error;
 | 
						|
}
 | 
						|
 | 
						|
 |