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148 lines
5.2 KiB
C++
148 lines
5.2 KiB
C++
// This file is part of Eigen, a lightweight C++ template library
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// for linear algebra.
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//
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// Copyright (C) 2010 Gael Guennebaud <gael.guennebaud@inria.fr>
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//
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// Eigen is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 3 of the License, or (at your option) any later version.
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//
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// Alternatively, you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of
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// the License, or (at your option) any later version.
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//
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// Eigen is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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// FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License and a copy of the GNU General Public License along with
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// Eigen. If not, see <http://www.gnu.org/licenses/>.
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#include <main.h>
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#include <iostream>
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#include <GL/glut.h>
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#include <Eigen/OpenGLSupport>
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using namespace Eigen;
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#define VERIFY_MATRIX(CODE,REF) { \
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glLoadIdentity(); \
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CODE; \
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Matrix4f m; m.setZero(); \
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glGet(GL_MODELVIEW_MATRIX, m); \
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if(!(REF).cast<float>().isApprox(m)) { \
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std::cerr << "Expected:\n" << ((REF).cast<float>()) << "\n" << "got\n" << m << "\n\n"; \
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} \
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VERIFY_IS_APPROX((REF).cast<float>(), m); \
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}
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void test_openglsupport()
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{
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int argc = 0;
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glutInit(&argc, 0);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowPosition (0,0);
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glutInitWindowSize(10, 10);
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if(glutCreateWindow("Eigen") <= 0)
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{
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std::cerr << "Unable to create GLUT Window.\n";
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exit(1);
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}
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Vector3f v3f;
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Matrix3f rot;
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glBegin(GL_POINTS);
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glVertex(v3f);
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glVertex(2*v3f+v3f);
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glVertex(rot*v3f);
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glEnd();
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// 4x4 matrices
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Matrix4f mf44; mf44.setRandom();
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VERIFY_MATRIX(glLoadMatrix(mf44), mf44);
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VERIFY_MATRIX(glMultMatrix(mf44), mf44);
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Matrix4d md44; md44.setRandom();
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VERIFY_MATRIX(glLoadMatrix(md44), md44);
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VERIFY_MATRIX(glMultMatrix(md44), md44);
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// Quaternion
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Quaterniond qd(AngleAxisd(ei_random<double>(), Vector3d::Random()));
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VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix());
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Quaternionf qf(AngleAxisf(ei_random<double>(), Vector3f::Random()));
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VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix());
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// 3D Transform
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Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix());
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VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix());
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Transform<float,3,Affine> af3(acf3);
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VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix());
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VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix());
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Transform<float,3,Projective> pf3; pf3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix());
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VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix());
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Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix());
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VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix());
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Transform<double,3,Affine> ad3(acd3);
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VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix());
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VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix());
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Transform<double,3,Projective> pd3; pd3.matrix().setRandom();
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VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix());
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VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix());
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// translations (2D and 3D)
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{
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Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0;
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VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix());
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Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0;
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VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix());
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Vector3f vf3; vf3.setRandom();
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VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix());
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Vector3d vd3; vd3.setRandom();
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VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix());
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Translation<float,3> tf3; tf3.vector().setRandom();
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VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix());
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Translation<double,3> td3; td3.vector().setRandom();
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VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix());
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}
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// scaling (2D and 3D)
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{
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Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1;
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VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix());
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Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1;
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VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix());
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Vector3f vf3; vf3.setRandom();
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VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix());
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Vector3d vd3; vd3.setRandom();
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VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix());
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UniformScaling<float> usf(ei_random<float>());
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VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix());
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UniformScaling<double> usd(ei_random<double>());
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VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
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}
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}
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