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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 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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/// 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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/// @ref gtx_range
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/// @file glm/gtx/range.hpp
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/// @date 2014-09-19 / 2014-09-19
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/// @author Joshua Moerman
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///
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/// @brief Defines begin and end for vectors and matrices. Useful for range-based for loop.
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/// The range is defined over the elements, not over columns or rows (e.g. mat4 has 16 elements).
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///
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once | 
				
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#include "../gtc/type_ptr.hpp" | 
				
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namespace glm{ | 
				
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namespace detail | 
				
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{ | 
				
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	/* The glm types provide a .length() member, but for matrices
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	 this only defines the number of columns, so we need to work around this */ | 
				
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	template <typename T, precision P> | 
				
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	length_t number_of_elements_(tvec2<T, P> const & v){ | 
				
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		return v.length(); | 
				
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	} | 
				
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	template <typename T, precision P> | 
				
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	length_t number_of_elements_(tvec3<T, P> const & v){ | 
				
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		return v.length(); | 
				
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	} | 
				
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	template <typename T, precision P> | 
				
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	length_t number_of_elements_(tvec4<T, P> const & v){ | 
				
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		return v.length(); | 
				
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	} | 
				
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	template <typename genType> | 
				
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	length_t number_of_elements_(genType const & v){ | 
				
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		return v.length() * v[0].length(); | 
				
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	} | 
				
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	template <typename genType> | 
				
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	const typename genType::value_type * begin(const genType& v){ | 
				
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		return value_ptr(v); | 
				
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	} | 
				
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	template <typename genType> | 
				
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	const typename genType::value_type * end(const genType& v){ | 
				
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		return begin(v) + number_of_elements_(v); | 
				
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	} | 
				
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	template <typename genType> | 
				
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	typename genType::value_type * begin(genType& v){ | 
				
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		return value_ptr(v); | 
				
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	} | 
				
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	template <typename genType> | 
				
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	typename genType::value_type * end(genType& v){ | 
				
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		return begin(v) + number_of_elements_(v); | 
				
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	} | 
				
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} | 
				
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} | 
				
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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 : 2014-09-19
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// Updated : 2014-09-19
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// Licence : This source is under MIT licence
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// File    : test/gtx/gtx_range.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp> | 
				
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#include <glm/gtc/epsilon.hpp> | 
				
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#include <glm/gtx/range.hpp> | 
				
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int testVec(){ | 
				
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	int Error(0); | 
				
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	glm::vec3 v(1, 2, 3); | 
				
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	int count = 0; | 
				
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	for(float x : v){ count++; } | 
				
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	Error += count == 3 ? 0 : 1; | 
				
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	for(float& x : v){ x = 0; } | 
				
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	Error += glm::all(glm::equal(v, glm::vec3(0, 0, 0))) ? 0 : 1; | 
				
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	return Error; | 
				
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} | 
				
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int testMat(){ | 
				
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	int Error(0); | 
				
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	glm::mat4x3 m(1); | 
				
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	int count = 0; | 
				
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	for(float x : m){ count++; } | 
				
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	Error += count == 12 ? 0 : 1; | 
				
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	for(float& x : m){ x = 0; } | 
				
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	glm::vec4 v(1, 1, 1, 1); | 
				
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	Error += glm::all(glm::equal(m*v, glm::vec3(0, 0, 0))) ? 0 : 1; | 
				
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	return Error; | 
				
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} | 
				
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int main(){ | 
				
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	int Error(0); | 
				
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	Error += testVec(); | 
				
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	Error += testMat(); | 
				
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	return Error; | 
				
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} | 
				
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