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#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/gtx/vector_query.hpp>
int test_areCollinear()
{
int Error(0);
{
bool TestA = glm::areCollinear(glm::vec2(-1), glm::vec2(1), 0.00001f);
Error += TestA ? 0 : 1;
}
{
bool TestA = glm::areCollinear(glm::vec3(-1), glm::vec3(1), 0.00001f);
Error += TestA ? 0 : 1;
}
{
bool TestA = glm::areCollinear(glm::vec4(-1), glm::vec4(1), 0.00001f);
Error += TestA ? 0 : 1;
}
return Error;
}
int test_areOrthogonal()
{
int Error(0);
bool TestA = glm::areOrthogonal(glm::vec2(1, 0), glm::vec2(0, 1), 0.00001f);
Error += TestA ? 0 : 1;
return Error;
}
int test_isNormalized()
{
int Error(0);
bool TestA = glm::isNormalized(glm::vec4(1, 0, 0, 0), 0.00001f);
Error += TestA ? 0 : 1;
return Error;
}
int test_isNull()
{
int Error(0);
bool TestA = glm::isNull(glm::vec4(0), 0.00001f);
Error += TestA ? 0 : 1;
return Error;
}
int test_areOrthonormal()
{
int Error(0);
bool TestA = glm::areOrthonormal(glm::vec2(1, 0), glm::vec2(0, 1), 0.00001f);
Error += TestA ? 0 : 1;
return Error;
}
int main()
{
int Error(0);
Error += test_areCollinear();
Error += test_areOrthogonal();
Error += test_isNormalized();
Error += test_isNull();
Error += test_areOrthonormal();
return Error;
}
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