#include #include #include int test_equal() { int Error = 0; Error += glm::equal(1.01f, 1.02f, 0.1f) ? 0 : 1; Error += glm::all(glm::equal(glm::vec2(1.01f), glm::vec2(1.02f), 0.1f)) ? 0 : 1; Error += glm::all(glm::equal(glm::vec2(1.01f), glm::vec2(1.02f), glm::vec2(0.1f))) ? 0 : 1; Error += !glm::equal(1.01f, 1.02f, 0.001f) ? 0 : 1; Error += !glm::any(glm::equal(glm::vec2(1.01f), glm::vec2(1.02f), 0.001f)) ? 0 : 1; Error += !glm::any(glm::equal(glm::vec2(1.01f), glm::vec2(1.02f), glm::vec2(0.001f))) ? 0 : 1; Error += glm::all(glm::equal(glm::mat4x3(1), glm::mat4x3(1), 0.001f)) ? 0 : 1; Error += glm::all(glm::equal(glm::mat4x3(1), glm::mat4x3(2), glm::vec4(0.001f))) ? 1 : 0; return Error; } int test_notEqual() { int Error = 0; Error += glm::notEqual(1.01f, 1.02f, 0.001f) ? 0 : 1; Error += glm::all(glm::notEqual(glm::vec2(1.01f), glm::vec2(1.02f), 0.001f)) ? 0 : 1; Error += glm::all(glm::notEqual(glm::vec2(1.01f), glm::vec2(1.02f), glm::vec2(0.001f))) ? 0 : 1; Error += !glm::notEqual(1.01f, 1.02f, 0.1f) ? 0 : 1; Error += !glm::any(glm::notEqual(glm::vec2(1.01f), glm::vec2(1.02f), 0.1f)) ? 0 : 1; Error += !glm::any(glm::notEqual(glm::vec2(1.01f), glm::vec2(1.02f), glm::vec2(0.1f))) ? 0 : 1; Error += !glm::any(glm::notEqual(glm::mat4x3(1), glm::mat4x3(1), 0.001f)) ? 0 : 1; Error += !glm::any(glm::notEqual(glm::mat4x3(1), glm::mat4x3(2), glm::vec4(0.001f))) ? 1 : 0; return Error; } int main() { int Error = 0; Error += test_equal(); Error += test_notEqual(); return Error; }