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gtx_vector_angle.cpp
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gtx_vector_angle.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-05-15
// Updated : 2011-05-15
// Licence : This source is under MIT licence
// File : test/gtx/vector_angle.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/gtc/constants.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <iostream>
#include <limits>
int test_angle()
{
int Error = 0;
float AngleA = glm::angle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
Error += glm::epsilonEqual(AngleA, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
float AngleB = glm::angle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
Error += glm::epsilonEqual(AngleB, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
float AngleC = glm::angle(glm::vec4(1, 0, 0, 0), glm::normalize(glm::vec4(1, 1, 0, 0)));
Error += glm::epsilonEqual(AngleC, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
return Error;
}
int test_orientedAngle_vec2()
{
int Error = 0;
float AngleA = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
return Error;
}
int test_orientedAngle_vec3()
{
int Error = 0;
float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
Error += AngleA == glm::pi<float>() * 0.25f ? 0 : 1;
float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
Error += AngleB == -glm::pi<float>() * 0.25f ? 0 : 1;
float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
Error += AngleC == glm::pi<float>() * 0.25f ? 0 : 1;
return Error;
}
int main()
{
int Error(0);
Error += test_angle();
Error += test_orientedAngle_vec2();
Error += test_orientedAngle_vec3();
return Error;
}