Platformer in OpenGL
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#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtc/epsilon.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/compatibility.hpp>
#include <glm/ext.hpp>
int test_quat_fastMix()
{
int Error = 0;
glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
glm::quat C = glm::fastMix(A, B, 0.5f);
glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
return Error;
}
int test_quat_shortMix()
{
int Error(0);
glm::quat A = glm::angleAxis(0.0f, glm::vec3(0, 0, 1));
glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
glm::quat C = glm::shortMix(A, B, 0.5f);
glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1));
Error += glm::epsilonEqual(C.x, D.x, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.y, D.y, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.z, D.z, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C.w, D.w, 0.01f) ? 0 : 1;
return Error;
}
int test_orientation()
{
int Error = 0;
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float p = glm::roll(q);
Error += glm::epsilonEqual(p, glm::pi<float>() * 0.5f, 0.0001f) ? 0 : 1;
}
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float p = glm::pitch(q);
Error += glm::epsilonEqual(p, 0.f, 0.0001f) ? 0 : 1;
}
{
glm::quat q(1.0f, 0.0f, 0.0f, 1.0f);
float p = glm::yaw(q);
Error += glm::epsilonEqual(p, 0.f, 0.0001f) ? 0 : 1;
}
return Error;
}
int test_rotation()
{
int Error(0);
glm::vec3 v(1, 0, 0);
glm::vec3 u(0, 1, 0);
glm::quat Rotation = glm::rotation(v, u);
float Angle = glm::angle(Rotation);
Error += glm::abs(Angle - glm::pi<float>() * 0.5f) < glm::epsilon<float>() ? 0 : 1;
return Error;
}
int test_log()
{
int Error(0);
glm::quat q;
glm::quat p = glm::log(q);
glm::quat r = glm::exp(p);
return Error;
}
int main()
{
int Error = 0;
Error += test_log();
Error += test_rotation();
Error += test_orientation();
Error += test_quat_fastMix();
Error += test_quat_shortMix();
return Error;
}