#include <Base/Math/Vector.hh>
#include <Base/Math/Matrix.hh>
#include <Base/Math/Vector2.hh>
#include <Base/Math/Vector3.hh>
#include <Base/Math/Vector4.hh>
#include <Base/Math/Matrix2x2.hh>
#include <Base/Math/Matrix3x3.hh>
#include <Base/Math/Matrix3x4.hh>
#include <Base/Math/Matrix4x4.hh>
using namespace std;
using namespace BIAS;
int main()
{
mat.SetIdentity();
Matrix3x4<double> mat3x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0);
rmat = mat + 6.0;
rmat = 6.0 + mat;
rmat = mat - 6.0;
rmat = 6.0 - mat;
rmat = mat * 2.0;
rmat = 2.0 * mat;
rmat = mat / 2.0;
mat += 3.0;
mat -= 3.0;
mat *= 3.0;
mat /= 1.4;
if (rmat==mat)
cout <<"rmat==mat" <<endl;
if (rmat!=mat)
cout <<"rmat!=mat" <<endl;
rmat = mat;
if (rmat==mat)
cout <<"rmat==mat and that is ok" <<endl;
rvec = mat * vec;
rvec2 = mat2x2 * vec2;
rvec2 = mat22 * vec2;
rvec = mat22 * vec2;
rvec2 = vec2 + 2.0;
rvec2 = vec2 - 2.0;
rvec2 = vec2 * 2.0;
rvec2 = vec2 / 2.0;
rvec2 += 2.0;
rvec2 -= 2.0;
rvec2 *= 2.0;
rvec2 /= 2.0;
rvec2 = vec2 + vec2;
rvec2 = vec2 - vec2;
rvec2 += vec2;
rvec2 -= vec2;
return 0;
}