Platformer in OpenGL
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#include <glm/ext/quaternion_trigonometric.hpp>
#include <glm/ext/quaternion_float.hpp>
#include <glm/ext/vector_relational.hpp>
#include <glm/ext/scalar_relational.hpp>
float const Epsilon = 0.001f;
static int test_angle()
{
int Error = 0;
{
glm::quat const Q = glm::quat(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
float const A = glm::degrees(glm::angle(Q));
Error += glm::equal(A, 90.0f, Epsilon) ? 0 : 1;
}
{
glm::quat const Q = glm::quat(glm::vec3(0, 1, 0), glm::vec3(1, 0, 0));
float const A = glm::degrees(glm::angle(Q));
Error += glm::equal(A, 90.0f, Epsilon) ? 0 : 1;
}
return Error;
}
int main()
{
int Error = 0;
Error += test_angle();
return Error;
}