glm/test/gtx/gtx_matrix_query.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-11-22
// Updated : 2011-11-22
// Licence : This source is under MIT licence
// File : test/gtx/matrix_query.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtx/matrix_query.hpp>
int test_isNull()
{
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int Error(0);
bool TestA = glm::isNull(glm::mat4(0), 0.00001f);
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Error += TestA ? 0 : 1;
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return Error;
}
int test_isIdentity()
{
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int Error(0);
{
bool TestA = glm::isIdentity(glm::mat2(1), 0.00001f);
Error += TestA ? 0 : 1;
}
{
bool TestA = glm::isIdentity(glm::mat3(1), 0.00001f);
Error += TestA ? 0 : 1;
}
{
bool TestA = glm::isIdentity(glm::mat4(1), 0.00001f);
Error += TestA ? 0 : 1;
}
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return Error;
}
int test_isNormalized()
{
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int Error(0);
bool TestA = glm::isNormalized(glm::mat4(1), 0.00001f);
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Error += TestA ? 0 : 1;
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return Error;
}
int test_isOrthogonal()
{
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int Error(0);
bool TestA = glm::isOrthogonal(glm::mat4(1), 0.00001f);
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Error += TestA ? 0 : 1;
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return Error;
}
int main()
{
int Error(0);
Error += test_isNull();
Error += test_isIdentity();
Error += test_isNormalized();
Error += test_isOrthogonal();
return Error;
}