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Added more geometric function tests
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@ -37,7 +37,7 @@ More informations in GLM manual:
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http://glm.g-truc.net/glm.pdf
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================================================================================
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GLM 0.9.6.0: 2014-XX-XX
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GLM 0.9.6.0: 2014-11-XX
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--------------------------------------------------------------------------------
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Features:
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- Added transparent use of SIMD instructions for vec4 and mat4 types
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@ -2,69 +2,184 @@
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-01-15
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// Updated : 2011-11-14
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// Updated : 2014-11-16
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// Licence : This source is under MIT licence
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// File : test/core/func_geometric.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/geometric.hpp>
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#include <glm/vector_relational.hpp>
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#include <glm/gtc/epsilon.hpp>
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#include <glm/gtc/vec1.hpp>
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#include <limits>
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int test_reflect()
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namespace length
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{
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int Error = 0;
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int test()
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{
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glm::vec2 A(1.0f,-1.0f);
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glm::vec2 B(0.0f, 1.0f);
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glm::vec2 C = glm::reflect(A, B);
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Error += C == glm::vec2(1.0, 1.0) ? 0 : 1;
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float Length1 = glm::length(glm::vec1(1));
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float Length2 = glm::length(glm::vec2(1, 0));
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float Length3 = glm::length(glm::vec3(1, 0, 0));
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float Length4 = glm::length(glm::vec4(1, 0, 0, 0));
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int Error = 0;
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Error += glm::abs(Length1 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Length2 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Length3 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Length4 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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return Error;
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}
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}//namespace length
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{
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glm::dvec2 A(1.0f,-1.0f);
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glm::dvec2 B(0.0f, 1.0f);
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glm::dvec2 C = glm::reflect(A, B);
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Error += C == glm::dvec2(1.0, 1.0) ? 0 : 1;
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}
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return Error;
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}
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int test_refract()
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namespace distance
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{
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int Error = 0;
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int test()
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{
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float A(-1.0f);
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float B(1.0f);
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float C = glm::refract(A, B, 0.5f);
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Error += C == -1.0f ? 0 : 1;
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}
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float Distance1 = glm::distance(glm::vec1(1), glm::vec1(1));
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float Distance2 = glm::distance(glm::vec2(1, 0), glm::vec2(1, 0));
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float Distance3 = glm::distance(glm::vec3(1, 0, 0), glm::vec3(1, 0, 0));
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float Distance4 = glm::distance(glm::vec4(1, 0, 0, 0), glm::vec4(1, 0, 0, 0));
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int Error = 0;
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Error += glm::abs(Distance1) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Distance2) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Distance3) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Distance4) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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return Error;
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}
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}//namespace distance
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namespace dot
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{
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int test()
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{
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glm::vec2 A(0.0f,-1.0f);
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glm::vec2 B(0.0f, 1.0f);
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glm::vec2 C = glm::refract(A, B, 0.5f);
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Error += glm::all(glm::epsilonEqual(C, glm::vec2(0.0, -1.0), 0.0001f)) ? 0 : 1;
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}
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float Dot1 = glm::dot(glm::vec1(1), glm::vec1(1));
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float Dot2 = glm::dot(glm::vec2(1), glm::vec2(1));
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float Dot3 = glm::dot(glm::vec3(1), glm::vec3(1));
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float Dot4 = glm::dot(glm::vec4(1), glm::vec4(1));
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int Error = 0;
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Error += glm::abs(Dot1 - 1.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Dot2 - 2.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Dot3 - 3.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += glm::abs(Dot4 - 4.0f) < std::numeric_limits<float>::epsilon() ? 0 : 1;
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return Error;
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}
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}//namespace dot
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namespace cross
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{
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int test()
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{
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glm::dvec2 A(0.0f,-1.0f);
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glm::dvec2 B(0.0f, 1.0f);
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glm::dvec2 C = glm::refract(A, B, 0.5);
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Error += C == glm::dvec2(0.0, -1.0) ? 0 : 1;
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}
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glm::vec3 Cross1 = glm::cross(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
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glm::vec3 Cross2 = glm::cross(glm::vec3(0, 1, 0), glm::vec3(1, 0, 0));
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return Error;
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}
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int Error = 0;
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Error += glm::all(glm::lessThan(glm::abs(Cross1 - glm::vec3(0, 0, 1)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
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Error += glm::all(glm::lessThan(glm::abs(Cross2 - glm::vec3(0, 0,-1)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
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return Error;
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}
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}//namespace cross
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namespace normalize
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{
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int test()
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{
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glm::vec3 Normalize1 = glm::normalize(glm::vec3(1, 0, 0));
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glm::vec3 Normalize2 = glm::normalize(glm::vec3(2, 0, 0));
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int Error = 0;
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Error += glm::all(glm::lessThan(glm::abs(Normalize1 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
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Error += glm::all(glm::lessThan(glm::abs(Normalize2 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits<float>::epsilon()))) ? 0 : 1;
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return Error;
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}
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}//namespace normalize
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namespace faceforward
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{
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int test()
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{
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return 0;
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}
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}//namespace faceforward
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namespace reflect
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{
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int test()
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{
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int Error = 0;
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{
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glm::vec2 A(1.0f,-1.0f);
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glm::vec2 B(0.0f, 1.0f);
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glm::vec2 C = glm::reflect(A, B);
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Error += C == glm::vec2(1.0, 1.0) ? 0 : 1;
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}
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{
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glm::dvec2 A(1.0f,-1.0f);
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glm::dvec2 B(0.0f, 1.0f);
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glm::dvec2 C = glm::reflect(A, B);
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Error += C == glm::dvec2(1.0, 1.0) ? 0 : 1;
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}
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return Error;
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}
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}//namespace reflect
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namespace refract
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{
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int test()
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{
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int Error = 0;
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{
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float A(-1.0f);
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float B(1.0f);
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float C = glm::refract(A, B, 0.5f);
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Error += C == -1.0f ? 0 : 1;
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}
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{
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glm::vec2 A(0.0f,-1.0f);
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glm::vec2 B(0.0f, 1.0f);
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glm::vec2 C = glm::refract(A, B, 0.5f);
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Error += glm::all(glm::epsilonEqual(C, glm::vec2(0.0, -1.0), 0.0001f)) ? 0 : 1;
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}
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{
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glm::dvec2 A(0.0f,-1.0f);
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glm::dvec2 B(0.0f, 1.0f);
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glm::dvec2 C = glm::refract(A, B, 0.5);
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Error += C == glm::dvec2(0.0, -1.0) ? 0 : 1;
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}
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return Error;
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}
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}//namespace refract
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int main()
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{
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int Error(0);
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Error += test_reflect();
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Error += test_refract();
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Error += length::test();
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Error += distance::test();
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Error += dot::test();
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Error += cross::test();
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Error += normalize::test();
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Error += faceforward::test();
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Error += reflect::test();
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Error += refract::test();
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return Error;
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}
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