Implement Vector2Tests
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@@ -31,7 +31,8 @@ file(GLOB_RECURSE J3ML_SRC "src/J3ML/*.c" "src/J3ML/*.cpp")
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include_directories("include")
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add_library(J3ML SHARED ${J3ML_SRC})
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add_library(J3ML SHARED ${J3ML_SRC}
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src/J3ML/LinearAlgebra/AxisAngle.cpp)
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set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
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install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})
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@@ -11,7 +11,6 @@ namespace LinearAlgebra
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class AxisAngle {
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Vector3 axis;
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float angle;
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public:
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AxisAngle();
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AxisAngle(const Vector3& axis, float angle);
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@@ -1,12 +1,8 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <cstddef>
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namespace LinearAlgebra {
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// A 2D (x, y) ordered pair.
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class Vector2 {
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public:
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@@ -16,12 +12,7 @@ namespace LinearAlgebra {
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Vector2(float X, float Y);
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Vector2(const Vector2& rhs); // Copy Constructor
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Vector2(Vector2&&) = default; // Move Constructor
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float GetX() const;
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float GetY() const;
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#if MUTABLE
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void SetX(float newX) { x = newX;}
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void SetY(float newY) { y = newY; }
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#endif
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static const Vector2 Zero;
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static const Vector2 Up;
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static const Vector2 Left;
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@@ -29,16 +20,18 @@ namespace LinearAlgebra {
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static const Vector2 Right;
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static const Vector2 NaN;
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float operator[](std::size_t index);
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float GetX() const;
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float GetY() const;
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void SetX(float newX);
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void SetY(float newY);
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bool IsWithinMarginOfError(const Vector2& rhs, float margin=0.001f) const;
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bool IsNormalized(float epsilonSq = 1e-5f) const;
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bool IsZero(float epsilonSq = 1e-6f) const;
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bool IsFinite() const;
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bool IsPerpendicular(const Vector2& other, float epsilonSq=1e-5f) const;
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float operator[](std::size_t index);
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bool operator == (const Vector2& rhs) const;
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bool operator != (const Vector2& rhs) const;
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@@ -125,12 +118,8 @@ namespace LinearAlgebra {
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Vector2& operator/=(float scalar);
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public:
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#if MUTABLE
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float x = 0;
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float y = 0;
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#else
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float x = 0;
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float y = 0;
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#endif
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};
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}
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@@ -2,6 +2,7 @@
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <cstddef>
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#include <cstdlib>
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namespace LinearAlgebra {
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@@ -18,14 +19,7 @@ public:
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Vector3(Vector3&&) = default; // Move Constructor
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Vector3& operator=(const Vector3& rhs);
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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#if MUTABLE
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void SetX(float newX) { x = newX;}
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void SetY(float newY) { y = newY;}
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void SetZ(float newZ) { z = newZ;}
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#endif
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static const Vector3 Zero;
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static const Vector3 Up;
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static const Vector3 Down;
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@@ -35,15 +29,21 @@ public:
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static const Vector3 Backward;
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static const Vector3 NaN;
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float operator[](std::size_t index) const;
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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void SetX(float newX);
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void SetY(float newY);
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void SetZ(float newZ);
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bool IsWithinMarginOfError(const Vector3& rhs, float margin=0.001f) const;
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bool IsNormalized(float epsilonSq = 1e-5f) const;
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bool IsZero(float epsilonSq = 1e-6f) const;
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bool IsFinite() const;
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bool IsPerpendicular(const Vector3& other, float epsilonSq=1e-5f) const;
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float operator[](std::size_t index) const;
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bool operator == (const Vector3& rhs) const;
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bool operator != (const Vector3& rhs) const;
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@@ -68,7 +68,10 @@ public:
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// Returns the length of the vector, which is sqrt(x^2 + y^2 + z^2)
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float Magnitude() const;
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static float Magnitude(const Vector3& of);
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static float Magnitude(const Vector3& of)
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{
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}
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// Returns a float value equal to the magnitudes of the two vectors multiplied together and then multiplied by the cosine of the angle between them.
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// For normalized vectors, dot returns 1 if they point in exactly the same direction,
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@@ -127,14 +130,9 @@ public:
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public:
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#if MUTABLE
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float x = 0;
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float y = 0;
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float z = 0;
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#else
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float x = 0;
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float y = 0;
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float z = 0;
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#endif
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};
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}
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8
src/J3ML/LinearAlgebra/AxisAngle.cpp
Normal file
8
src/J3ML/LinearAlgebra/AxisAngle.cpp
Normal file
@@ -0,0 +1,8 @@
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#include <J3ML/LinearAlgebra/AxisAngle.h>
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namespace LinearAlgebra {
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AxisAngle::AxisAngle() : axis(Vector3::Zero) {}
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AxisAngle::AxisAngle(const Vector3 &axis, float angle) : axis(axis), angle(angle) {}
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}
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@@ -1 +1,5 @@
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
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namespace LinearAlgebra {
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}
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@@ -5,7 +5,6 @@
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namespace LinearAlgebra {
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Vector2::Vector2(): x(0), y(0)
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{}
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@@ -172,5 +171,22 @@ const Vector2 Vector2::NaN = {NAN, NAN};
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float Vector2::Length(const Vector2 &of) { return of.Length(); }
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void Vector2::SetX(float newX) { x = newX;}
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void Vector2::SetY(float newY) { y = newY; }
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bool Vector2::IsNormalized(float epsilonSq) const {
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return std::abs(LengthSquared() - 1.f) <= epsilonSq;
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}
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bool Vector2::IsZero(float epsilonSq) const {
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return LengthSquared() <= epsilonSq;
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}
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bool Vector2::IsPerpendicular(const Vector2 &other, float epsilonSq) const {
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float dot = Dot(other);
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return dot*dot <= epsilonSq * LengthSquared() * other.LengthSquared();
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}
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}
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@@ -188,5 +188,48 @@ namespace LinearAlgebra {
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float Vector3::GetZ() const { return z;}
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void Vector3::SetX(float newX) { x = newX;}
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void Vector3::SetY(float newY) { y = newY;}
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void Vector3::SetZ(float newZ) { z = newZ;}
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Vector3 Vector3::Min(const Vector3 &lhs, const Vector3 &rhs) {
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return lhs.Min(rhs);
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}
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Vector3 Vector3::Max(const Vector3 &lhs, const Vector3 &rhs) {
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return lhs.Max(rhs);
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}
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Vector3 Vector3::Clamp(const Vector3 &min, const Vector3 &input, const Vector3 &max) {
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return input.Clamp(min, max);
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}
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float Vector3::Distance(const Vector3 &from, const Vector3 &to) {
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return from.Distance(to);
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}
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float Vector3::Length(const Vector3 &of) {
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return of.Length();
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}
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float Vector3::LengthSquared(const Vector3 &of) {
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return of.LengthSquared();
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}
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bool Vector3::IsPerpendicular(const Vector3 &other, float epsilonSq) const {
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float dot = Dot(other);
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return dot*dot <= epsilonSq * LengthSquared() * other.LengthSquared();
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}
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bool Vector3::IsZero(float epsilonSq) const {
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return LengthSquared() <= epsilonSq;
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}
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bool Vector3::IsNormalized(float epsilonSq) const {
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return std::abs(LengthSquared()-1.f) <= epsilonSq;
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}
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#pragma endregion
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}
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@@ -1,3 +1,9 @@
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//
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// Created by josh on 12/26/2023.
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//
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#include <gtest/gtest.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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using Vector3 = LinearAlgebra::Vector3;
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TEST(Vector3Test, V3_Constructor_Default)
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{
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}
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