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https://github.com/g-truc/glm.git
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Merge branch '0.9.2' into 0.9.3
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1a787e1c8a
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@ -25,23 +25,18 @@
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# pragma message("GLM: GLM_GTX_vector_angle extension included")
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# pragma message("GLM: GLM_GTX_vector_angle extension included")
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#endif
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#endif
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namespace glm
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namespace glm{
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namespace gtx{
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//! GLM_GTX_vector_angle extension: Compute angle between vectors
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namespace vector_angle
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{
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{
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namespace test{
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void main_gtx_vector_angle();
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}//namespace test
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namespace gtx{
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//! GLM_GTX_vector_angle extension: Compute angle between vectors
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namespace vector_angle
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{
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using namespace quaternion;
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using namespace quaternion;
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using namespace epsilon;
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using namespace epsilon;
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/// \addtogroup gtx_vector_angle
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/// \addtogroup gtx_vector_angle
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///@{
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///@{
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//! Returns the absolute angle between x and y.
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//! Returns the absolute angle between two vectors
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//! Parameters need to be normalized.
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//! Parameters need to be normalized.
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//! From GLM_GTX_vector_angle extension
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//! From GLM_GTX_vector_angle extension
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template <typename vecType>
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template <typename vecType>
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@ -49,26 +44,26 @@ namespace glm
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vecType const & x,
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vecType const & x,
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vecType const & y);
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vecType const & y);
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//! Returns the oriented angle between x and y
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//! Returns the oriented angle between two 2d vectors
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//! Parameters need to be normalized.
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//! Parameters need to be normalized.
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//! From GLM_GTX_vector_angle extension.
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//! From GLM_GTX_vector_angle extension.
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template <typename vecType>
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template <typename T>
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typename vecType::value_type orientedAngle(
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typename T orientedAngle(
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vecType const & x,
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detail::tvec2<T> const & x,
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vecType const & y);
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detail::tvec2<T> const & y);
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//! Returns the orientation of a two vector base from a normal.
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//! Returns the oriented angle between two 3d vectors based from a reference axis.
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//! Parameters need to be normalized.
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//! Parameters need to be normalized.
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//! From GLM_GTX_vector_angle extension.
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//! From GLM_GTX_vector_angle extension.
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template <template<typename> class vecType, typename T>
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template <typename T>
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typename vecType<T> orientedAngleFromRef(
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typename vecType<T> orientedAngle(
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vecType<T> const & x,
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detail::tvec3<T> const & x,
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vecType<T> const & y,
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detail::tvec3<T> const & y,
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detail::tvec3<T> const & ref);
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detail::tvec3<T> const & ref);
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///@}
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///@}
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}//namespace vector_angle
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}//namespace vector_angle
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}//namespace gtx
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}//namespace gtx
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}//namespace glm
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}//namespace glm
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#include "vector_angle.inl"
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#include "vector_angle.inl"
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@ -29,62 +29,28 @@ GLM_FUNC_QUALIFIER valType orientedAngle
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detail::tvec2<valType> const & y
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detail::tvec2<valType> const & y
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)
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)
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{
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{
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valType Angle = acos(dot(x, y));
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valType Angle = glm::degrees(acos(dot(x, y)));
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valType c = cos(Angle);
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detail::tvec2<valType> TransformedVector = glm::gtx::rotate_vector::rotate(x, Angle);
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valType s = sin(Angle);
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if(all(equalEpsilon(y, TransformedVector, valType(0.01))))
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detail::tvec2<valType> TransformedVector = detail::tvec2<valType>(c * y.x - s * y.y, s * y.x + c * y.y);
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return Angle;
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if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
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return -glm::degrees(Angle);
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else
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else
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return glm::degrees(Angle);
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return -Angle;
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}
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}
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//! \todo epsilon is hard coded to 0.01
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template <typename valType>
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template <typename valType>
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GLM_FUNC_QUALIFIER valType orientedAngle
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GLM_FUNC_QUALIFIER valType orientedAngle
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(
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detail::tvec3<valType> const & x,
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detail::tvec3<valType> const & y
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)
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{
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valType Angle = degrees(acos(dot(x, y)));
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detail::tvec3<valType> TransformedVector = glm::gtx::rotate_vector::rotate(y, Angle, glm::core::function::geometric::cross(x, y));
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if(all(equalEpsilon(x, TransformedVector, valType(0.01))))
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return -Angle;
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else
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return Angle;
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER valType orientedAngleFromRef
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(
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detail::tvec2<valType> const & x,
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detail::tvec2<valType> const & y,
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detail::tvec3<valType> const & ref
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)
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{
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valType Angle = glm::acos(glm::dot(x, y));
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if(glm::dot(ref, detail::tvec3<valType>(glm::cross(x, y), valType(0))) < valType(0))
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return -glm::degrees(Angle);
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else
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return glm::degrees(Angle);
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}
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template <typename valType>
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GLM_FUNC_QUALIFIER valType orientedAngleFromRef
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(
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(
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detail::tvec3<valType> const & x,
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detail::tvec3<valType> const & x,
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detail::tvec3<valType> const & y,
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detail::tvec3<valType> const & y,
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detail::tvec3<valType> const & ref
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detail::tvec3<valType> const & ref
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)
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)
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{
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{
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valType Angle = glm::acos(glm::dot(x, y));
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valType Angle = glm::degrees(glm::acos(glm::dot(x, y)));
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if(glm::dot(ref, glm::cross(x, y)) < valType(0))
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if(glm::dot(ref, glm::cross(x, y)) < valType(0))
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return -glm::degrees(Angle);
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return -Angle;
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else
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else
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return glm::degrees(Angle);
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return Angle;
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}
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}
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}//namespace vector_angle
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}//namespace vector_angle
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@ -13,6 +13,14 @@ GLM is a header only library, there is nothing to build, just include it.
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More informations in GLM manual:
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More informations in GLM manual:
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http://glm.g-truc.net/glm-0.9.2.pdf
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http://glm.g-truc.net/glm-0.9.2.pdf
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================================================================================
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GLM 0.9.2.1: 2010-05-20
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--------------------------------------------------------------------------------
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- Automatically detect CUDA support
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- Fixed errors and warnings in VC with C++ extensions disabled
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- Fixed and tested GLM_GTX_vector_angle
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- Fixed and tested GLM_GTX_rotate_vector
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================================================================================
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================================================================================
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GLM 0.9.2.0: 2010-05-09
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GLM 0.9.2.0: 2010-05-09
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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@ -19,12 +19,12 @@ int test_vector_angle_calls()
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float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
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float AngleA = glm::angle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0));
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float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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float AngleB = glm::orientedAngle(glm::vec2(1, 0), glm::normalize(glm::vec2(1, 1)));
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float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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float AngleC = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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float AngleD = glm::orientedAngleFromRef(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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float AngleD = glm::orientedAngle(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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return Error;
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return Error;
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}
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}
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int test_vector_angle_orientedAngle()
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int test_orientedAngle_vec2()
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{
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{
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int Error = 0;
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int Error = 0;
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Error += AngleA == 45.f ? 0 : 1;
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Error += AngleA == 45.f ? 0 : 1;
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float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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float AngleB = glm::orientedAngle(glm::vec2(0, 1), glm::normalize(glm::vec2(1, 1)));
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Error += AngleB == -45.f ? 0 : 1;
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Error += AngleB == -45.f ? 0 : 1;
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float AngleC = glm::orientedAngle(glm::normalize(glm::vec2(1, 1)), glm::vec2(0, 1));
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float AngleC = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)));
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Error += AngleC == 45.f ? 0 : 1;
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return Error;
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}
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int test_orientedAngle_vec3()
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{
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int Error = 0;
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float AngleA = glm::orientedAngle(glm::vec3(1, 0, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
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Error += AngleA == 45.f ? 0 : 1;
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float AngleB = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 0, 1));
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Error += AngleB == -45.f ? 0 : 1;
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float AngleC = glm::orientedAngle(glm::normalize(glm::vec3(1, 1, 0)), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1));
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Error += AngleC == 45.f ? 0 : 1;
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Error += AngleC == 45.f ? 0 : 1;
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float AngleD = glm::orientedAngle(glm::vec3(0, 1, 0), glm::normalize(glm::vec3(1, 1, 0)));
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Error += AngleD == -45.f ? 0 : 1;
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return Error;
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return Error;
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}
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}
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int main()
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int main()
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{
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{
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int Error = 0;
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int Error = 0;
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Error += test_vector_angle_orientedAngle();
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Error += test_orientedAngle_vec2();
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Error += test_orientedAngle_vec3();
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Error += test_vector_angle_calls();
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Error += test_vector_angle_calls();
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return Error;
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return Error;
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