Platformer in OpenGL
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

266 lines
7.4 KiB

5 years ago
  1. #include <glm/gtc/constants.hpp>
  2. #include <glm/gtc/quaternion.hpp>
  3. #include <glm/gtc/matrix_transform.hpp>
  4. #include <glm/ext/matrix_relational.hpp>
  5. #include <glm/ext/vector_relational.hpp>
  6. #include <glm/ext/scalar_relational.hpp>
  7. #include <glm/glm.hpp>
  8. #include <vector>
  9. int test_quat_angle()
  10. {
  11. int Error = 0;
  12. {
  13. glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
  14. glm::quat N = glm::normalize(Q);
  15. float L = glm::length(N);
  16. Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1;
  17. float A = glm::angle(N);
  18. Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
  19. }
  20. {
  21. glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::normalize(glm::vec3(0, 1, 1)));
  22. glm::quat N = glm::normalize(Q);
  23. float L = glm::length(N);
  24. Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1;
  25. float A = glm::angle(N);
  26. Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
  27. }
  28. {
  29. glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::normalize(glm::vec3(1, 2, 3)));
  30. glm::quat N = glm::normalize(Q);
  31. float L = glm::length(N);
  32. Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1;
  33. float A = glm::angle(N);
  34. Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1;
  35. }
  36. return Error;
  37. }
  38. int test_quat_angleAxis()
  39. {
  40. int Error = 0;
  41. glm::quat A = glm::angleAxis(0.f, glm::vec3(0.f, 0.f, 1.f));
  42. glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
  43. glm::quat C = glm::mix(A, B, 0.5f);
  44. glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
  45. Error += glm::equal(C.x, D.x, 0.01f) ? 0 : 1;
  46. Error += glm::equal(C.y, D.y, 0.01f) ? 0 : 1;
  47. Error += glm::equal(C.z, D.z, 0.01f) ? 0 : 1;
  48. Error += glm::equal(C.w, D.w, 0.01f) ? 0 : 1;
  49. return Error;
  50. }
  51. int test_quat_mix()
  52. {
  53. int Error = 0;
  54. glm::quat A = glm::angleAxis(0.f, glm::vec3(0.f, 0.f, 1.f));
  55. glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
  56. glm::quat C = glm::mix(A, B, 0.5f);
  57. glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
  58. Error += glm::equal(C.x, D.x, 0.01f) ? 0 : 1;
  59. Error += glm::equal(C.y, D.y, 0.01f) ? 0 : 1;
  60. Error += glm::equal(C.z, D.z, 0.01f) ? 0 : 1;
  61. Error += glm::equal(C.w, D.w, 0.01f) ? 0 : 1;
  62. return Error;
  63. }
  64. int test_quat_normalize()
  65. {
  66. int Error(0);
  67. {
  68. glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
  69. glm::quat N = glm::normalize(Q);
  70. float L = glm::length(N);
  71. Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1;
  72. }
  73. {
  74. glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 2));
  75. glm::quat N = glm::normalize(Q);
  76. float L = glm::length(N);
  77. Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1;
  78. }
  79. {
  80. glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(1, 2, 3));
  81. glm::quat N = glm::normalize(Q);
  82. float L = glm::length(N);
  83. Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1;
  84. }
  85. return Error;
  86. }
  87. int test_quat_euler()
  88. {
  89. int Error = 0;
  90. {
  91. glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
  92. float Roll = glm::roll(q);
  93. float Pitch = glm::pitch(q);
  94. float Yaw = glm::yaw(q);
  95. glm::vec3 Angles = glm::eulerAngles(q);
  96. Error += glm::all(glm::equal(Angles, glm::vec3(Pitch, Yaw, Roll), 0.000001f)) ? 0 : 1;
  97. }
  98. {
  99. glm::dquat q(1.0, 0.0, 0.0, 1.0);
  100. double Roll = glm::roll(q);
  101. double Pitch = glm::pitch(q);
  102. double Yaw = glm::yaw(q);
  103. glm::dvec3 Angles = glm::eulerAngles(q);
  104. Error += glm::all(glm::equal(Angles, glm::dvec3(Pitch, Yaw, Roll), 0.000001)) ? 0 : 1;
  105. }
  106. return Error;
  107. }
  108. int test_quat_slerp()
  109. {
  110. int Error = 0;
  111. float const Epsilon = 0.0001f;//glm::epsilon<float>();
  112. float sqrt2 = std::sqrt(2.0f)/2.0f;
  113. glm::quat id(static_cast<float>(1), static_cast<float>(0), static_cast<float>(0), static_cast<float>(0));
  114. glm::quat Y90rot(sqrt2, 0.0f, sqrt2, 0.0f);
  115. glm::quat Y180rot(0.0f, 0.0f, 1.0f, 0.0f);
  116. // Testing a == 0
  117. // Must be id
  118. glm::quat id2 = glm::slerp(id, Y90rot, 0.0f);
  119. Error += glm::all(glm::equal(id, id2, Epsilon)) ? 0 : 1;
  120. // Testing a == 1
  121. // Must be 90� rotation on Y : 0 0.7 0 0.7
  122. glm::quat Y90rot2 = glm::slerp(id, Y90rot, 1.0f);
  123. Error += glm::all(glm::equal(Y90rot, Y90rot2, Epsilon)) ? 0 : 1;
  124. // Testing standard, easy case
  125. // Must be 45� rotation on Y : 0 0.38 0 0.92
  126. glm::quat Y45rot1 = glm::slerp(id, Y90rot, 0.5f);
  127. // Testing reverse case
  128. // Must be 45� rotation on Y : 0 0.38 0 0.92
  129. glm::quat Ym45rot2 = glm::slerp(Y90rot, id, 0.5f);
  130. // Testing against full circle around the sphere instead of shortest path
  131. // Must be 45� rotation on Y
  132. // certainly not a 135� rotation
  133. glm::quat Y45rot3 = glm::slerp(id , -Y90rot, 0.5f);
  134. float Y45angle3 = glm::angle(Y45rot3);
  135. Error += glm::equal(Y45angle3, glm::pi<float>() * 0.25f, Epsilon) ? 0 : 1;
  136. Error += glm::all(glm::equal(Ym45rot2, Y45rot3, Epsilon)) ? 0 : 1;
  137. // Same, but inverted
  138. // Must also be 45� rotation on Y : 0 0.38 0 0.92
  139. // -0 -0.38 -0 -0.92 is ok too
  140. glm::quat Y45rot4 = glm::slerp(-Y90rot, id, 0.5f);
  141. Error += glm::all(glm::equal(Ym45rot2, -Y45rot4, Epsilon)) ? 0 : 1;
  142. // Testing q1 = q2
  143. // Must be 90� rotation on Y : 0 0.7 0 0.7
  144. glm::quat Y90rot3 = glm::slerp(Y90rot, Y90rot, 0.5f);
  145. Error += glm::all(glm::equal(Y90rot, Y90rot3, Epsilon)) ? 0 : 1;
  146. // Testing 180� rotation
  147. // Must be 90� rotation on almost any axis that is on the XZ plane
  148. glm::quat XZ90rot = glm::slerp(id, -Y90rot, 0.5f);
  149. float XZ90angle = glm::angle(XZ90rot); // Must be PI/4 = 0.78;
  150. Error += glm::equal(XZ90angle, glm::pi<float>() * 0.25f, Epsilon) ? 0 : 1;
  151. // Testing almost equal quaternions (this test should pass through the linear interpolation)
  152. // Must be 0 0.00X 0 0.99999
  153. glm::quat almostid = glm::slerp(id, glm::angleAxis(0.1f, glm::vec3(0.0f, 1.0f, 0.0f)), 0.5f);
  154. // Testing quaternions with opposite sign
  155. {
  156. glm::quat a(-1, 0, 0, 0);
  157. glm::quat result = glm::slerp(a, id, 0.5f);
  158. Error += glm::equal(glm::pow(glm::dot(id, result), 2.f), 1.f, 0.01f) ? 0 : 1;
  159. }
  160. return Error;
  161. }
  162. static int test_quat_mul_vec()
  163. {
  164. int Error(0);
  165. glm::quat q = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
  166. glm::vec3 v(1, 0, 0);
  167. glm::vec3 u(q * v);
  168. glm::vec3 w(u * q);
  169. Error += glm::all(glm::equal(v, w, 0.01f)) ? 0 : 1;
  170. return Error;
  171. }
  172. static int test_mul()
  173. {
  174. int Error = 0;
  175. glm::quat temp1 = glm::normalize(glm::quat(1.0f, glm::vec3(0.0, 1.0, 0.0)));
  176. glm::quat temp2 = glm::normalize(glm::quat(0.5f, glm::vec3(1.0, 0.0, 0.0)));
  177. glm::vec3 transformed0 = (temp1 * glm::vec3(0.0, 1.0, 0.0) * glm::inverse(temp1));
  178. glm::vec3 temp4 = temp2 * transformed0 * glm::inverse(temp2);
  179. glm::quat temp5 = glm::normalize(temp1 * temp2);
  180. glm::vec3 temp6 = temp5 * glm::vec3(0.0, 1.0, 0.0) * glm::inverse(temp5);
  181. glm::quat temp7(1.0f, glm::vec3(0.0, 1.0, 0.0));
  182. temp7 *= temp5;
  183. temp7 *= glm::inverse(temp5);
  184. Error += glm::any(glm::notEqual(temp7, glm::quat(1.0f, glm::vec3(0.0, 1.0, 0.0)), glm::epsilon<float>())) ? 1 : 0;
  185. return Error;
  186. }
  187. int test_identity()
  188. {
  189. int Error = 0;
  190. glm::quat const Q = glm::identity<glm::quat>();
  191. Error += glm::all(glm::equal(Q, glm::quat(1, 0, 0, 0), 0.0001f)) ? 0 : 1;
  192. Error += glm::any(glm::notEqual(Q, glm::quat(1, 0, 0, 0), 0.0001f)) ? 1 : 0;
  193. glm::mat4 const M = glm::identity<glm::mat4x4>();
  194. glm::mat4 const N(1.0f);
  195. Error += glm::all(glm::equal(M, N, 0.0001f)) ? 0 : 1;
  196. return Error;
  197. }
  198. int main()
  199. {
  200. int Error = 0;
  201. Error += test_mul();
  202. Error += test_quat_mul_vec();
  203. Error += test_quat_angle();
  204. Error += test_quat_angleAxis();
  205. Error += test_quat_mix();
  206. Error += test_quat_normalize();
  207. Error += test_quat_euler();
  208. Error += test_quat_slerp();
  209. Error += test_identity();
  210. return Error;
  211. }