This allows building against the same version of GLM across all targets and not deal with API changes of newer GLM versions which introduce regressions. Long term we want to migrate away from GLM and stick to a minimal self-written subset.
106 lines
3.5 KiB
C++
106 lines
3.5 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @file test/gtx/gtx_rotate_vector.cpp
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/// @date 2011-05-16 / 2014-11-25
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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#include <glm/gtc/constants.hpp>
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#include <glm/gtx/rotate_vector.hpp>
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int test_rotate()
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{
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int Error = 0;
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glm::vec2 A = glm::rotate(glm::vec2(1, 0), glm::pi<float>() * 0.5f);
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glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
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glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
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glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
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glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
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glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
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glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
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glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
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glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
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glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
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return Error;
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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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glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
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glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
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return Error;
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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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glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
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glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
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return Error;
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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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glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
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glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
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return Error;
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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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glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 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_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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return Error;
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}
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