Added more geometric function tests

This commit is contained in:
Christophe Riccio 2014-11-16 20:52:54 +01:00
parent 393c1dae41
commit 1a4bc0d8a5
2 changed files with 156 additions and 41 deletions

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@ -37,7 +37,7 @@ More informations in GLM manual:
http://glm.g-truc.net/glm.pdf
================================================================================
GLM 0.9.6.0: 2014-XX-XX
GLM 0.9.6.0: 2014-11-XX
--------------------------------------------------------------------------------
Features:
- Added transparent use of SIMD instructions for vec4 and mat4 types

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@ -2,69 +2,184 @@
// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-01-15
// Updated : 2011-11-14
// Updated : 2014-11-16
// Licence : This source is under MIT licence
// File : test/core/func_geometric.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/geometric.hpp>
#include <glm/vector_relational.hpp>
#include <glm/gtc/epsilon.hpp>
#include <glm/gtc/vec1.hpp>
#include <limits>
int test_reflect()
namespace length
{
int Error = 0;
int test()
{
glm::vec2 A(1.0f,-1.0f);
glm::vec2 B(0.0f, 1.0f);
glm::vec2 C = glm::reflect(A, B);
Error += C == glm::vec2(1.0, 1.0) ? 0 : 1;
float Length1 = glm::length(glm::vec1(1));
float Length2 = glm::length(glm::vec2(1, 0));
float Length3 = glm::length(glm::vec3(1, 0, 0));
float Length4 = glm::length(glm::vec4(1, 0, 0, 0));
int Error = 0;
Error += glm::abs(Length1 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Length2 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Length3 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Length4 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
return Error;
}
}//namespace length
{
glm::dvec2 A(1.0f,-1.0f);
glm::dvec2 B(0.0f, 1.0f);
glm::dvec2 C = glm::reflect(A, B);
Error += C == glm::dvec2(1.0, 1.0) ? 0 : 1;
}
return Error;
}
int test_refract()
namespace distance
{
int Error = 0;
int test()
{
float A(-1.0f);
float B(1.0f);
float C = glm::refract(A, B, 0.5f);
Error += C == -1.0f ? 0 : 1;
}
float Distance1 = glm::distance(glm::vec1(1), glm::vec1(1));
float Distance2 = glm::distance(glm::vec2(1, 0), glm::vec2(1, 0));
float Distance3 = glm::distance(glm::vec3(1, 0, 0), glm::vec3(1, 0, 0));
float Distance4 = glm::distance(glm::vec4(1, 0, 0, 0), glm::vec4(1, 0, 0, 0));
int Error = 0;
Error += glm::abs(Distance1) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Distance2) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Distance3) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Distance4) < std::numeric_limits<float>::epsilon() ? 0 : 1;
return Error;
}
}//namespace distance
namespace dot
{
int test()
{
glm::vec2 A(0.0f,-1.0f);
glm::vec2 B(0.0f, 1.0f);
glm::vec2 C = glm::refract(A, B, 0.5f);
Error += glm::all(glm::epsilonEqual(C, glm::vec2(0.0, -1.0), 0.0001f)) ? 0 : 1;
}
float Dot1 = glm::dot(glm::vec1(1), glm::vec1(1));
float Dot2 = glm::dot(glm::vec2(1), glm::vec2(1));
float Dot3 = glm::dot(glm::vec3(1), glm::vec3(1));
float Dot4 = glm::dot(glm::vec4(1), glm::vec4(1));
int Error = 0;
Error += glm::abs(Dot1 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Dot2 - 2.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Dot3 - 3.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
Error += glm::abs(Dot4 - 4.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
return Error;
}
}//namespace dot
namespace cross
{
int test()
{
glm::dvec2 A(0.0f,-1.0f);
glm::dvec2 B(0.0f, 1.0f);
glm::dvec2 C = glm::refract(A, B, 0.5);
Error += C == glm::dvec2(0.0, -1.0) ? 0 : 1;
}
glm::vec3 Cross1 = glm::cross(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
glm::vec3 Cross2 = glm::cross(glm::vec3(0, 1, 0), glm::vec3(1, 0, 0));
return Error;
}
int Error = 0;
Error += glm::all(glm::lessThan(glm::abs(Cross1 - glm::vec3(0, 0, 1)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
Error += glm::all(glm::lessThan(glm::abs(Cross2 - glm::vec3(0, 0,-1)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
return Error;
}
}//namespace cross
namespace normalize
{
int test()
{
glm::vec3 Normalize1 = glm::normalize(glm::vec3(1, 0, 0));
glm::vec3 Normalize2 = glm::normalize(glm::vec3(2, 0, 0));
int Error = 0;
Error += glm::all(glm::lessThan(glm::abs(Normalize1 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
Error += glm::all(glm::lessThan(glm::abs(Normalize2 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
return Error;
}
}//namespace normalize
namespace faceforward
{
int test()
{
return 0;
}
}//namespace faceforward
namespace reflect
{
int test()
{
int Error = 0;
{
glm::vec2 A(1.0f,-1.0f);
glm::vec2 B(0.0f, 1.0f);
glm::vec2 C = glm::reflect(A, B);
Error += C == glm::vec2(1.0, 1.0) ? 0 : 1;
}
{
glm::dvec2 A(1.0f,-1.0f);
glm::dvec2 B(0.0f, 1.0f);
glm::dvec2 C = glm::reflect(A, B);
Error += C == glm::dvec2(1.0, 1.0) ? 0 : 1;
}
return Error;
}
}//namespace reflect
namespace refract
{
int test()
{
int Error = 0;
{
float A(-1.0f);
float B(1.0f);
float C = glm::refract(A, B, 0.5f);
Error += C == -1.0f ? 0 : 1;
}
{
glm::vec2 A(0.0f,-1.0f);
glm::vec2 B(0.0f, 1.0f);
glm::vec2 C = glm::refract(A, B, 0.5f);
Error += glm::all(glm::epsilonEqual(C, glm::vec2(0.0, -1.0), 0.0001f)) ? 0 : 1;
}
{
glm::dvec2 A(0.0f,-1.0f);
glm::dvec2 B(0.0f, 1.0f);
glm::dvec2 C = glm::refract(A, B, 0.5);
Error += C == glm::dvec2(0.0, -1.0) ? 0 : 1;
}
return Error;
}
}//namespace refract
int main()
{
int Error(0);
Error += test_reflect();
Error += test_refract();
Error += length::test();
Error += distance::test();
Error += dot::test();
Error += cross::test();
Error += normalize::test();
Error += faceforward::test();
Error += reflect::test();
Error += refract::test();
return Error;
}