|
|
- #include <glm/gtc/constants.hpp>
- #include <glm/gtc/quaternion.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/ext/matrix_relational.hpp>
- #include <glm/ext/vector_relational.hpp>
- #include <glm/ext/scalar_relational.hpp>
- #include <glm/glm.hpp>
- #include <vector>
-
- int test_quat_angle()
- {
- int Error = 0;
-
- {
- glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1;
- float A = glm::angle(N);
- Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
- }
- {
- glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::normalize(glm::vec3(0, 1, 1)));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1;
- float A = glm::angle(N);
- Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
- }
- {
- glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::normalize(glm::vec3(1, 2, 3)));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1;
- float A = glm::angle(N);
- Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
- }
-
- return Error;
- }
-
- int test_quat_angleAxis()
- {
- int Error = 0;
-
- glm::quat A = glm::angleAxis(0.f, glm::vec3(0.f, 0.f, 1.f));
- glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
- glm::quat C = glm::mix(A, B, 0.5f);
- glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
-
- Error += glm::equal(C.x, D.x, 0.01f) ? 0 : 1;
- Error += glm::equal(C.y, D.y, 0.01f) ? 0 : 1;
- Error += glm::equal(C.z, D.z, 0.01f) ? 0 : 1;
- Error += glm::equal(C.w, D.w, 0.01f) ? 0 : 1;
-
- return Error;
- }
-
- int test_quat_mix()
- {
- int Error = 0;
-
- glm::quat A = glm::angleAxis(0.f, glm::vec3(0.f, 0.f, 1.f));
- glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
- glm::quat C = glm::mix(A, B, 0.5f);
- glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
-
- Error += glm::equal(C.x, D.x, 0.01f) ? 0 : 1;
- Error += glm::equal(C.y, D.y, 0.01f) ? 0 : 1;
- Error += glm::equal(C.z, D.z, 0.01f) ? 0 : 1;
- Error += glm::equal(C.w, D.w, 0.01f) ? 0 : 1;
-
- return Error;
- }
-
- int test_quat_normalize()
- {
- int Error(0);
-
- {
- glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1;
- }
- {
- glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 2));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1;
- }
- {
- glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(1, 2, 3));
- glm::quat N = glm::normalize(Q);
- float L = glm::length(N);
- Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1;
- }
-
- return Error;
- }
-
- int test_quat_euler()
- {
- int Error = 0;
-
- {
- glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
- float Roll = glm::roll(q);
- float Pitch = glm::pitch(q);
- float Yaw = glm::yaw(q);
- glm::vec3 Angles = glm::eulerAngles(q);
- Error += glm::all(glm::equal(Angles, glm::vec3(Pitch, Yaw, Roll), 0.000001f)) ? 0 : 1;
- }
-
- {
- glm::dquat q(1.0, 0.0, 0.0, 1.0);
- double Roll = glm::roll(q);
- double Pitch = glm::pitch(q);
- double Yaw = glm::yaw(q);
- glm::dvec3 Angles = glm::eulerAngles(q);
- Error += glm::all(glm::equal(Angles, glm::dvec3(Pitch, Yaw, Roll), 0.000001)) ? 0 : 1;
- }
-
- return Error;
- }
-
- int test_quat_slerp()
- {
- int Error = 0;
-
- float const Epsilon = 0.0001f;//glm::epsilon<float>();
-
- float sqrt2 = std::sqrt(2.0f)/2.0f;
- glm::quat id(static_cast<float>(1), static_cast<float>(0), static_cast<float>(0), static_cast<float>(0));
- glm::quat Y90rot(sqrt2, 0.0f, sqrt2, 0.0f);
- glm::quat Y180rot(0.0f, 0.0f, 1.0f, 0.0f);
-
- // Testing a == 0
- // Must be id
- glm::quat id2 = glm::slerp(id, Y90rot, 0.0f);
- Error += glm::all(glm::equal(id, id2, Epsilon)) ? 0 : 1;
-
- // Testing a == 1
- // Must be 90� rotation on Y : 0 0.7 0 0.7
- glm::quat Y90rot2 = glm::slerp(id, Y90rot, 1.0f);
- Error += glm::all(glm::equal(Y90rot, Y90rot2, Epsilon)) ? 0 : 1;
-
- // Testing standard, easy case
- // Must be 45� rotation on Y : 0 0.38 0 0.92
- glm::quat Y45rot1 = glm::slerp(id, Y90rot, 0.5f);
-
- // Testing reverse case
- // Must be 45� rotation on Y : 0 0.38 0 0.92
- glm::quat Ym45rot2 = glm::slerp(Y90rot, id, 0.5f);
-
- // Testing against full circle around the sphere instead of shortest path
- // Must be 45� rotation on Y
- // certainly not a 135� rotation
- glm::quat Y45rot3 = glm::slerp(id , -Y90rot, 0.5f);
- float Y45angle3 = glm::angle(Y45rot3);
- Error += glm::equal(Y45angle3, glm::pi<float>() * 0.25f, Epsilon) ? 0 : 1;
- Error += glm::all(glm::equal(Ym45rot2, Y45rot3, Epsilon)) ? 0 : 1;
-
- // Same, but inverted
- // Must also be 45� rotation on Y : 0 0.38 0 0.92
- // -0 -0.38 -0 -0.92 is ok too
- glm::quat Y45rot4 = glm::slerp(-Y90rot, id, 0.5f);
- Error += glm::all(glm::equal(Ym45rot2, -Y45rot4, Epsilon)) ? 0 : 1;
-
- // Testing q1 = q2
- // Must be 90� rotation on Y : 0 0.7 0 0.7
- glm::quat Y90rot3 = glm::slerp(Y90rot, Y90rot, 0.5f);
- Error += glm::all(glm::equal(Y90rot, Y90rot3, Epsilon)) ? 0 : 1;
-
- // Testing 180� rotation
- // Must be 90� rotation on almost any axis that is on the XZ plane
- glm::quat XZ90rot = glm::slerp(id, -Y90rot, 0.5f);
- float XZ90angle = glm::angle(XZ90rot); // Must be PI/4 = 0.78;
- Error += glm::equal(XZ90angle, glm::pi<float>() * 0.25f, Epsilon) ? 0 : 1;
-
- // Testing almost equal quaternions (this test should pass through the linear interpolation)
- // Must be 0 0.00X 0 0.99999
- glm::quat almostid = glm::slerp(id, glm::angleAxis(0.1f, glm::vec3(0.0f, 1.0f, 0.0f)), 0.5f);
-
- // Testing quaternions with opposite sign
- {
- glm::quat a(-1, 0, 0, 0);
-
- glm::quat result = glm::slerp(a, id, 0.5f);
-
- Error += glm::equal(glm::pow(glm::dot(id, result), 2.f), 1.f, 0.01f) ? 0 : 1;
- }
-
- return Error;
- }
-
- static int test_quat_mul_vec()
- {
- int Error(0);
-
- glm::quat q = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
- glm::vec3 v(1, 0, 0);
- glm::vec3 u(q * v);
- glm::vec3 w(u * q);
-
- Error += glm::all(glm::equal(v, w, 0.01f)) ? 0 : 1;
-
- return Error;
- }
-
- static int test_mul()
- {
- int Error = 0;
-
- glm::quat temp1 = glm::normalize(glm::quat(1.0f, glm::vec3(0.0, 1.0, 0.0)));
- glm::quat temp2 = glm::normalize(glm::quat(0.5f, glm::vec3(1.0, 0.0, 0.0)));
-
- glm::vec3 transformed0 = (temp1 * glm::vec3(0.0, 1.0, 0.0) * glm::inverse(temp1));
- glm::vec3 temp4 = temp2 * transformed0 * glm::inverse(temp2);
-
- glm::quat temp5 = glm::normalize(temp1 * temp2);
- glm::vec3 temp6 = temp5 * glm::vec3(0.0, 1.0, 0.0) * glm::inverse(temp5);
-
- glm::quat temp7(1.0f, glm::vec3(0.0, 1.0, 0.0));
-
- temp7 *= temp5;
- temp7 *= glm::inverse(temp5);
-
- Error += glm::any(glm::notEqual(temp7, glm::quat(1.0f, glm::vec3(0.0, 1.0, 0.0)), glm::epsilon<float>())) ? 1 : 0;
-
- return Error;
- }
-
- int test_identity()
- {
- int Error = 0;
-
- glm::quat const Q = glm::identity<glm::quat>();
-
- Error += glm::all(glm::equal(Q, glm::quat(1, 0, 0, 0), 0.0001f)) ? 0 : 1;
- Error += glm::any(glm::notEqual(Q, glm::quat(1, 0, 0, 0), 0.0001f)) ? 1 : 0;
-
- glm::mat4 const M = glm::identity<glm::mat4x4>();
- glm::mat4 const N(1.0f);
-
- Error += glm::all(glm::equal(M, N, 0.0001f)) ? 0 : 1;
-
- return Error;
- }
-
- int main()
- {
- int Error = 0;
-
- Error += test_mul();
- Error += test_quat_mul_vec();
- Error += test_quat_angle();
- Error += test_quat_angleAxis();
- Error += test_quat_mix();
- Error += test_quat_normalize();
- Error += test_quat_euler();
- Error += test_quat_slerp();
- Error += test_identity();
-
- return Error;
- }
|