Platformer in OpenGL
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#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/ext/vector_relational.hpp>
int test_rotate()
{
int Error = 0;
glm::vec2 A = glm::rotate(glm::vec2(1, 0), glm::pi<float>() * 0.5f);
glm::vec3 B = glm::rotate(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
glm::vec4 C = glm::rotate(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1));
glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
return Error;
}
int test_rotateX()
{
int Error = 0;
glm::vec3 D = glm::rotateX(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
glm::vec4 E = glm::rotateX(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
return Error;
}
int test_rotateY()
{
int Error = 0;
glm::vec3 F = glm::rotateY(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
glm::vec4 G = glm::rotateY(glm::vec4(1, 0, 0, 1), glm::pi<float>() * 0.5f);
return Error;
}
int test_rotateZ()
{
int Error = 0;
glm::vec3 H = glm::rotateZ(glm::vec3(1, 0, 0), glm::pi<float>() * 0.5f);
glm::vec4 I = glm::rotateZ(glm::vec4(1, 0, 0,1 ), glm::pi<float>() * 0.5f);
return Error;
}
int test_orientation()
{
int Error = 0;
glm::mat4 O = glm::orientation(glm::normalize(glm::vec3(1)), glm::vec3(0, 0, 1));
return Error;
}
int main()
{
int Error = 0;
Error += test_rotate();
Error += test_rotateX();
Error += test_rotateY();
Error += test_rotateZ();
Error += test_orientation();
return Error;
}