/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2008-08-31 // Updated : 2008-08-31 // Licence : This source is under MIT License // File : test/core/type_mat3x3.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #include #include #include void print(glm::dmat3 const & Mat0) { printf("mat3(\n"); printf("\tvec3(%2.3f, %2.3f, %2.3f)\n", Mat0[0][0], Mat0[0][1], Mat0[0][2]); printf("\tvec3(%2.3f, %2.3f, %2.3f)\n", Mat0[1][0], Mat0[1][1], Mat0[1][2]); printf("\tvec3(%2.3f, %2.3f, %2.3f))\n\n", Mat0[2][0], Mat0[2][1], Mat0[2][2]); } int test_mat3x3() { glm::dmat3 Mat0( glm::dvec3(0.6f, 0.2f, 0.3f), glm::dvec3(0.2f, 0.7f, 0.5f), glm::dvec3(0.3f, 0.5f, 0.7f)); glm::dmat3 Inv0 = glm::inverse(Mat0); glm::dmat3 Res0 = Mat0 * Inv0; print(Mat0); print(Inv0); print(Res0); return 0; } static int test_operators() { glm::mat3x3 l(1.0f); glm::mat3x3 m(1.0f); glm::vec3 u(1.0f); glm::vec3 v(1.0f); float x = 1.0f; glm::vec3 a = m * u; glm::vec3 b = v * m; glm::mat3x3 n = x / m; glm::mat3x3 o = m / x; glm::mat3x3 p = x * m; glm::mat3x3 q = m * x; bool R = m != q; bool S = m == l; return (S && !R) ? 0 : 1; } int test_inverse() { int Error(0); { glm::mat3 const Matrix( glm::vec3(0.6f, 0.2f, 0.3f), glm::vec3(0.2f, 0.7f, 0.5f), glm::vec3(0.3f, 0.5f, 0.7f)); glm::mat3 const Inverse = glm::inverse(Matrix); glm::mat3 const Identity = Matrix * Inverse; Error += glm::all(glm::epsilonEqual(Identity[0], glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.01f))) ? 0 : 1; Error += glm::all(glm::epsilonEqual(Identity[1], glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.01f))) ? 0 : 1; Error += glm::all(glm::epsilonEqual(Identity[2], glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.01f))) ? 0 : 1; } { glm::mat3 const Matrix( glm::vec3(0.6f, 0.2f, 0.3f), glm::vec3(0.2f, 0.7f, 0.5f), glm::vec3(0.3f, 0.5f, 0.7f)); glm::mat3 const Identity = Matrix / Matrix; Error += glm::all(glm::epsilonEqual(Identity[0], glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.01f))) ? 0 : 1; Error += glm::all(glm::epsilonEqual(Identity[1], glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.01f))) ? 0 : 1; Error += glm::all(glm::epsilonEqual(Identity[2], glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.01f))) ? 0 : 1; } return Error; } int main() { int Error = 0; Error += test_mat3x3(); Error += test_operators(); Error += test_inverse(); return Error; }