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85 lines
1.9 KiB
C++
85 lines
1.9 KiB
C++
#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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#include <glm/ext/scalar_relational.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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static int test_lMaxNorm()
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{
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int Error(0);
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{
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float norm = glm::lMaxNorm(glm::vec3(-1, -2, -3));
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Error += glm::equal(norm, 3.f, 0.00001f) ? 0 : 1;
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}
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{
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float norm = glm::lMaxNorm(glm::vec3(2, 3, 1));
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Error += glm::equal(norm, 3.f, 0.00001f) ? 0 : 1;
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}
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return Error;
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}
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static int test_lxNorm()
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{
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int Error(0);
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{
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unsigned int depth_1 = 1;
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float normA = glm::lxNorm(glm::vec3(2, 3, 1), depth_1);
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float normB = glm::l1Norm(glm::vec3(2, 3, 1));
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Error += glm::equal(normA, normB, 0.00001f) ? 0 : 1;
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Error += glm::equal(normA, 6.f, 0.00001f) ? 0 : 1;
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}
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{
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unsigned int depth_1 = 1;
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float normA = glm::lxNorm(glm::vec3(-1, -2, -3), depth_1);
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float normB = glm::l1Norm(glm::vec3(-1, -2, -3));
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Error += glm::equal(normA, normB, 0.00001f) ? 0 : 1;
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Error += glm::equal(normA, 6.f, 0.00001f) ? 0 : 1;
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}
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{
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unsigned int depth_2 = 2;
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float normA = glm::lxNorm(glm::vec3(2, 3, 1), depth_2);
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float normB = glm::l2Norm(glm::vec3(2, 3, 1));
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Error += glm::equal(normA, normB, 0.00001f) ? 0 : 1;
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Error += glm::equal(normA, 3.741657387f, 0.00001f) ? 0 : 1;
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}
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{
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unsigned int depth_2 = 2;
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float normA = glm::lxNorm(glm::vec3(-1, -2, -3), depth_2);
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float normB = glm::l2Norm(glm::vec3(-1, -2, -3));
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Error += glm::equal(normA, normB, 0.00001f) ? 0 : 1;
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Error += glm::equal(normA, 3.741657387f, 0.00001f) ? 0 : 1;
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}
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{
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unsigned int oddDepth = 3;
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float norm = glm::lxNorm(glm::vec3(2, 3, 1), oddDepth);
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Error += glm::equal(norm, 3.301927249f, 0.00001f) ? 0 : 1;
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}
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{
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unsigned int oddDepth = 3;
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float norm = glm::lxNorm(glm::vec3(-1, -2, -3), oddDepth);
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Error += glm::equal(norm, 3.301927249f, 0.00001f) ? 0 : 1;
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}
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return Error;
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}
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int main()
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{
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int Error(0);
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Error += test_lMaxNorm();
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Error += test_lxNorm();
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return Error;
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}
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