218 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			218 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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/// 
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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/// 
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/// Restrictions:
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///		By making use of the Software for military purposes, you choose to make
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///		a Bunny unhappy.
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/// 
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @file test/core/func_geometric.cpp
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/// @date 2011-01-15 / 2011-09-13
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/// @author Christophe Riccio
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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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namespace length
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{
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	int test()
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	{
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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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namespace distance
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{
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	int test()
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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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		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::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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		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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		int Error = 0;
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		{
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			glm::vec3 N(0.0f, 0.0f, 1.0f);
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			glm::vec3 I(1.0f, 0.0f, 1.0f);
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			glm::vec3 Nref(0.0f, 0.0f, 1.0f);
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			glm::vec3 F = glm::faceforward(N, I, Nref);
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		}
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		return Error;
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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 += 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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