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#include "mons_math/vec2.h"
#include "mons_math/vec3.h"
#include "mons_math/vec4.h"
#include "mons_math/util.h"
#include "test.h"
int main(void) {
mons_vec3 a = {2.0, 3.0, 4.0};
mons_vec3 b = {6.0, 5.0, 4.0};
// Add
mons_vec3 sum = mons_vec3_add(a, b);
ASSERT(mons_vec3_equal(sum, (mons_vec3){8.0, 8.0, 8.0}));
// Add in Place
mons_vec3_add_inplace(&a, b);
ASSERT(mons_vec3_equal(a, sum));
// Subtract
mons_vec3 diff = mons_vec3_sub(sum, b);
ASSERT(mons_vec3_equal(diff, (mons_vec3){2.0, 3.0, 4.0}));
// Subtract in Place
mons_vec3_sub_inplace(&a, b);
ASSERT(mons_vec3_equal(diff, a));
// Multiply (float)
mons_vec3 product_f = mons_vec3_mul_f(a, -3.0);
ASSERT(mons_vec3_equal(product_f, (mons_vec3){-6.0, -9.0, -12.0}))
// Multiply in Place (float)
mons_vec3_mul_f_inplace(&a, 3.0);
ASSERT(mons_vec3_equal(mons_vec3_negate(product_f), a))
// Divide (float)
mons_vec3 quotient_f = mons_vec3_div_f(product_f, 3.0);
mons_vec3_negate_inplace("ient_f);
ASSERT(mons_vec3_equal(quotient_f, (mons_vec3){2.0, 3.0, 4.0}));
// Divide in Place (float)
mons_vec3_div_f_inplace(&a, 3.0);
ASSERT(mons_vec3_equal(quotient_f, a));
// Multiply (int)
mons_vec3 product_i = mons_vec3_mul_i(a, -3);
ASSERT(mons_vec3_equal(product_i, (mons_vec3){-6.0, -9.0, -12.0}))
// Multiply in Place (int)
mons_vec3_mul_i_inplace(&a, 3);
ASSERT(mons_vec3_equal(mons_vec3_negate(product_i), a))
// Divide (int)
mons_vec3 quotient_i = mons_vec3_div_i(product_i, 3);
mons_vec3_negate_inplace("ient_i);
ASSERT(mons_vec3_equal(quotient_i, (mons_vec3){2.0, 3.0, 4.0}));
// Divide in Place (int)
mons_vec3_div_i_inplace(&a, 3);
ASSERT(mons_vec3_equal(quotient_i, a));
// Get Length
float a_len = mons_vec3_len(a);
ASSERT(mons_float_approx_equal(a_len, 5.38516));
// Dot Product
float dot = mons_vec3_dot(a, b);
ASSERT(mons_float_approx_equal(dot, 43.0));
// Cross Product
mons_vec3 cross = mons_vec3_cross(a, b);
ASSERT(mons_vec3_equal(cross, (mons_vec3){-8.0, 16.0, -8.0}));
// Extend
mons_vec4 extended = mons_vec3_extend(a);
ASSERT(mons_vec4_equal(extended, (mons_vec4){a.x, a.y, a.z, 0.0}));
// Truncate
mons_vec2 truncated = mons_vec3_truncate(a);
ASSERT(mons_vec2_equal(truncated, (mons_vec2){a.x, a.y}));
// Normalize
mons_vec3 normalized = mons_vec3_normalize(a);
ASSERT(mons_float_approx_equal(mons_vec3_len(normalized), 1.0));
// Normalize in Place
mons_vec3_normalize_inplace(&a);
ASSERT(mons_float_approx_equal(mons_vec3_len(a), 1.0));
return EXIT_SUCCESS;
}
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