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