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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 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 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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}
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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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int Error = 0;
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@@ -32,11 +32,22 @@ int test_vector_angle_orientedAngle()
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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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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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+ Error += AngleC == 45.f ? 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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+ return Error;
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+}
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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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+
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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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- 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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}
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@@ -44,7 +55,8 @@ int test_vector_angle_orientedAngle()
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int main()
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{
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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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return Error;
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