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							#include <glm/gtc/constants.hpp> | 
						
						
						
						
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							#include <glm/gtc/quaternion.hpp> | 
						
						
						
						
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							#include <glm/gtc/matrix_transform.hpp> | 
						
						
						
						
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							#include <glm/ext/matrix_relational.hpp> | 
						
						
						
						
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							#include <glm/ext/vector_relational.hpp> | 
						
						
						
						
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							#include <glm/ext/scalar_relational.hpp> | 
						
						
						
						
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							#include <glm/glm.hpp> | 
						
						
						
						
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							#include <vector> | 
						
						
						
						
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							int test_quat_angle() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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									glm::quat N = glm::normalize(Q); | 
						
						
						
						
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									float L = glm::length(N); | 
						
						
						
						
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									Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1; | 
						
						
						
						
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									float A = glm::angle(N); | 
						
						
						
						
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									Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::normalize(glm::vec3(0, 1, 1))); | 
						
						
						
						
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									glm::quat N = glm::normalize(Q); | 
						
						
						
						
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									float L = glm::length(N); | 
						
						
						
						
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									Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1; | 
						
						
						
						
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									float A = glm::angle(N); | 
						
						
						
						
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									Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::normalize(glm::vec3(1, 2, 3))); | 
						
						
						
						
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									glm::quat N = glm::normalize(Q); | 
						
						
						
						
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									float L = glm::length(N); | 
						
						
						
						
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									Error += glm::equal(L, 1.0f, 0.01f) ? 0 : 1; | 
						
						
						
						
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									float A = glm::angle(N); | 
						
						
						
						
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									Error += glm::equal(A, glm::pi<float>() * 0.25f, 0.01f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							int test_quat_angleAxis() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								glm::quat A = glm::angleAxis(0.f, glm::vec3(0.f, 0.f, 1.f)); | 
						
						
						
						
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								glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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								glm::quat C = glm::mix(A, B, 0.5f); | 
						
						
						
						
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								glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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								Error += glm::equal(C.x, D.x, 0.01f) ? 0 : 1; | 
						
						
						
						
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								Error += glm::equal(C.y, D.y, 0.01f) ? 0 : 1; | 
						
						
						
						
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								Error += glm::equal(C.z, D.z, 0.01f) ? 0 : 1; | 
						
						
						
						
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								Error += glm::equal(C.w, D.w, 0.01f) ? 0 : 1; | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							int test_quat_mix() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								glm::quat A = glm::angleAxis(0.f, glm::vec3(0.f, 0.f, 1.f)); | 
						
						
						
						
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								glm::quat B = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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								glm::quat C = glm::mix(A, B, 0.5f); | 
						
						
						
						
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								glm::quat D = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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								Error += glm::equal(C.x, D.x, 0.01f) ? 0 : 1; | 
						
						
						
						
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								Error += glm::equal(C.y, D.y, 0.01f) ? 0 : 1; | 
						
						
						
						
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								Error += glm::equal(C.z, D.z, 0.01f) ? 0 : 1; | 
						
						
						
						
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								Error += glm::equal(C.w, D.w, 0.01f) ? 0 : 1; | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							int test_quat_normalize() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error(0); | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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									glm::quat N = glm::normalize(Q); | 
						
						
						
						
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									float L = glm::length(N); | 
						
						
						
						
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									Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(0, 0, 2)); | 
						
						
						
						
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									glm::quat N = glm::normalize(Q); | 
						
						
						
						
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									float L = glm::length(N); | 
						
						
						
						
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									Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat Q = glm::angleAxis(glm::pi<float>() * 0.25f, glm::vec3(1, 2, 3)); | 
						
						
						
						
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									glm::quat N = glm::normalize(Q); | 
						
						
						
						
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									float L = glm::length(N); | 
						
						
						
						
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									Error += glm::equal(L, 1.0f, 0.000001f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							int test_quat_euler() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat q(1.0f, 0.0f, 0.0f, 1.0f); | 
						
						
						
						
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									float Roll = glm::roll(q); | 
						
						
						
						
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									float Pitch = glm::pitch(q); | 
						
						
						
						
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									float Yaw = glm::yaw(q); | 
						
						
						
						
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									glm::vec3 Angles = glm::eulerAngles(q); | 
						
						
						
						
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									Error += glm::all(glm::equal(Angles, glm::vec3(Pitch, Yaw, Roll), 0.000001f)) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::dquat q(1.0, 0.0, 0.0, 1.0); | 
						
						
						
						
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									double Roll = glm::roll(q); | 
						
						
						
						
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									double Pitch = glm::pitch(q); | 
						
						
						
						
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									double Yaw = glm::yaw(q); | 
						
						
						
						
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									glm::dvec3 Angles = glm::eulerAngles(q); | 
						
						
						
						
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									Error += glm::all(glm::equal(Angles, glm::dvec3(Pitch, Yaw, Roll), 0.000001)) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							int test_quat_slerp() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								float const Epsilon = 0.0001f;//glm::epsilon<float>(); | 
						
						
						
						
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								float sqrt2 = std::sqrt(2.0f)/2.0f; | 
						
						
						
						
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								glm::quat id(static_cast<float>(1), static_cast<float>(0), static_cast<float>(0), static_cast<float>(0)); | 
						
						
						
						
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								glm::quat Y90rot(sqrt2, 0.0f, sqrt2, 0.0f); | 
						
						
						
						
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								glm::quat Y180rot(0.0f, 0.0f, 1.0f, 0.0f); | 
						
						
						
						
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								// Testing a == 0 | 
						
						
						
						
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								// Must be id | 
						
						
						
						
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								glm::quat id2 = glm::slerp(id, Y90rot, 0.0f); | 
						
						
						
						
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								Error += glm::all(glm::equal(id, id2, Epsilon)) ? 0 : 1; | 
						
						
						
						
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								// Testing a == 1 | 
						
						
						
						
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								// Must be 90<EFBFBD> rotation on Y : 0 0.7 0 0.7 | 
						
						
						
						
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								glm::quat Y90rot2 = glm::slerp(id, Y90rot, 1.0f); | 
						
						
						
						
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								Error += glm::all(glm::equal(Y90rot, Y90rot2, Epsilon)) ? 0 : 1; | 
						
						
						
						
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								// Testing standard, easy case | 
						
						
						
						
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								// Must be 45<EFBFBD> rotation on Y : 0 0.38 0 0.92 | 
						
						
						
						
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								glm::quat Y45rot1 = glm::slerp(id, Y90rot, 0.5f); | 
						
						
						
						
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								// Testing reverse case | 
						
						
						
						
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								// Must be 45<EFBFBD> rotation on Y : 0 0.38 0 0.92 | 
						
						
						
						
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								glm::quat Ym45rot2 = glm::slerp(Y90rot, id, 0.5f); | 
						
						
						
						
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								// Testing against full circle around the sphere instead of shortest path | 
						
						
						
						
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								// Must be 45<EFBFBD> rotation on Y | 
						
						
						
						
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								// certainly not a 135<EFBFBD> rotation | 
						
						
						
						
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								glm::quat Y45rot3 = glm::slerp(id , -Y90rot, 0.5f); | 
						
						
						
						
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								float Y45angle3 = glm::angle(Y45rot3); | 
						
						
						
						
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								Error += glm::equal(Y45angle3, glm::pi<float>() * 0.25f, Epsilon) ? 0 : 1; | 
						
						
						
						
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								Error += glm::all(glm::equal(Ym45rot2, Y45rot3, Epsilon)) ? 0 : 1; | 
						
						
						
						
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								// Same, but inverted | 
						
						
						
						
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								// Must also be 45<EFBFBD> rotation on Y :  0 0.38 0 0.92 | 
						
						
						
						
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								// -0 -0.38 -0 -0.92 is ok too | 
						
						
						
						
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								glm::quat Y45rot4 = glm::slerp(-Y90rot, id, 0.5f); | 
						
						
						
						
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								Error += glm::all(glm::equal(Ym45rot2, -Y45rot4, Epsilon)) ? 0 : 1; | 
						
						
						
						
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								// Testing q1 = q2 | 
						
						
						
						
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								// Must be 90<EFBFBD> rotation on Y : 0 0.7 0 0.7 | 
						
						
						
						
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								glm::quat Y90rot3 = glm::slerp(Y90rot, Y90rot, 0.5f); | 
						
						
						
						
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								Error += glm::all(glm::equal(Y90rot, Y90rot3, Epsilon)) ? 0 : 1; | 
						
						
						
						
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								// Testing 180<EFBFBD> rotation | 
						
						
						
						
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								// Must be 90<EFBFBD> rotation on almost any axis that is on the XZ plane | 
						
						
						
						
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								glm::quat XZ90rot = glm::slerp(id, -Y90rot, 0.5f); | 
						
						
						
						
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								float XZ90angle = glm::angle(XZ90rot); // Must be PI/4 = 0.78; | 
						
						
						
						
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								Error += glm::equal(XZ90angle, glm::pi<float>() * 0.25f, Epsilon) ? 0 : 1; | 
						
						
						
						
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								// Testing almost equal quaternions (this test should pass through the linear interpolation) | 
						
						
						
						
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								// Must be 0 0.00X 0 0.99999 | 
						
						
						
						
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								glm::quat almostid = glm::slerp(id, glm::angleAxis(0.1f, glm::vec3(0.0f, 1.0f, 0.0f)), 0.5f); | 
						
						
						
						
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								// Testing quaternions with opposite sign | 
						
						
						
						
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								{ | 
						
						
						
						
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									glm::quat a(-1, 0, 0, 0); | 
						
						
						
						
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									glm::quat result = glm::slerp(a, id, 0.5f); | 
						
						
						
						
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									Error += glm::equal(glm::pow(glm::dot(id, result), 2.f), 1.f, 0.01f) ? 0 : 1; | 
						
						
						
						
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								} | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							static int test_quat_mul_vec() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error(0); | 
						
						
						
						
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								glm::quat q = glm::angleAxis(glm::pi<float>() * 0.5f, glm::vec3(0, 0, 1)); | 
						
						
						
						
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								glm::vec3 v(1, 0, 0); | 
						
						
						
						
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								glm::vec3 u(q * v); | 
						
						
						
						
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								glm::vec3 w(u * q); | 
						
						
						
						
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								Error += glm::all(glm::equal(v, w, 0.01f)) ? 0 : 1; | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							static int test_mul() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								glm::quat temp1 = glm::normalize(glm::quat(1.0f, glm::vec3(0.0, 1.0, 0.0))); | 
						
						
						
						
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								glm::quat temp2 = glm::normalize(glm::quat(0.5f, glm::vec3(1.0, 0.0, 0.0))); | 
						
						
						
						
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								glm::vec3 transformed0 = (temp1 * glm::vec3(0.0, 1.0, 0.0) * glm::inverse(temp1)); | 
						
						
						
						
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								glm::vec3 temp4 = temp2 * transformed0 * glm::inverse(temp2); | 
						
						
						
						
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								glm::quat temp5 = glm::normalize(temp1 * temp2); | 
						
						
						
						
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								glm::vec3 temp6 = temp5 * glm::vec3(0.0, 1.0, 0.0) * glm::inverse(temp5); | 
						
						
						
						
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								glm::quat temp7(1.0f, glm::vec3(0.0, 1.0, 0.0)); | 
						
						
						
						
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								temp7 *= temp5; | 
						
						
						
						
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								temp7 *= glm::inverse(temp5); | 
						
						
						
						
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								Error += glm::any(glm::notEqual(temp7, glm::quat(1.0f, glm::vec3(0.0, 1.0, 0.0)), glm::epsilon<float>())) ? 1 : 0; | 
						
						
						
						
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								return Error; | 
						
						
						
						
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							} | 
						
						
						
						
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							int test_identity() | 
						
						
						
						
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							{ | 
						
						
						
						
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								int Error = 0; | 
						
						
						
						
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								glm::quat const Q = glm::identity<glm::quat>(); | 
						
						
						
						
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								Error += glm::all(glm::equal(Q, glm::quat(1, 0, 0, 0), 0.0001f)) ? 0 : 1; | 
						
						
						
						
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								Error += glm::any(glm::notEqual(Q, glm::quat(1, 0, 0, 0), 0.0001f)) ? 1 : 0; | 
						
						
						
						
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								glm::mat4 const M = glm::identity<glm::mat4x4>(); | 
						
						
						
						
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								glm::mat4 const N(1.0f); | 
						
						
						
						
							 | 
							
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								Error += glm::all(glm::equal(M, N, 0.0001f)) ? 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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 | 
						
						
						
						
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								 | 
							
								Error += test_mul(); | 
						
						
						
						
							 | 
							
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								Error += test_quat_mul_vec(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_quat_angle(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_quat_angleAxis(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_quat_mix(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_quat_normalize(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_quat_euler(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_quat_slerp(); | 
						
						
						
						
							 | 
							
								 | 
							
								Error += test_identity(); | 
						
						
						
						
							 | 
							
								 | 
							
							
 | 
						
						
						
						
							 | 
							
								 | 
							
								return Error; | 
						
						
						
						
							 | 
							
								 | 
							
							}
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