Change project structure;
Added new c# binding;
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94
native/external/cglm/call/mat3.h
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94
native/external/cglm/call/mat3.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglmc_mat3_h
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#define cglmc_mat3_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../cglm.h"
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/* DEPRECATED! use _copy, _ucopy versions */
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#define glmc_mat3_dup(mat, dest) glmc_mat3_copy(mat, dest)
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CGLM_EXPORT
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void
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glmc_mat3_copy(mat3 mat, mat3 dest);
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CGLM_EXPORT
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void
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glmc_mat3_identity(mat3 mat);
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CGLM_EXPORT
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void
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glmc_mat3_zero(mat3 mat);
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CGLM_EXPORT
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void
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glmc_mat3_identity_array(mat3 * __restrict mat, size_t count);
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CGLM_EXPORT
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void
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glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
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CGLM_EXPORT
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void
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glmc_mat3_transpose_to(mat3 m, mat3 dest);
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CGLM_EXPORT
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void
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glmc_mat3_transpose(mat3 m);
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CGLM_EXPORT
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void
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glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
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CGLM_EXPORT
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float
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glmc_mat3_trace(mat3 m);
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CGLM_EXPORT
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void
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glmc_mat3_quat(mat3 m, versor dest);
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CGLM_EXPORT
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void
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glmc_mat3_scale(mat3 m, float s);
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CGLM_EXPORT
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float
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glmc_mat3_det(mat3 mat);
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CGLM_EXPORT
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void
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glmc_mat3_inv(mat3 mat, mat3 dest);
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CGLM_EXPORT
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void
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glmc_mat3_swap_col(mat3 mat, int col1, int col2);
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CGLM_EXPORT
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void
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glmc_mat3_swap_row(mat3 mat, int row1, int row2);
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CGLM_EXPORT
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float
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glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
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CGLM_EXPORT
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void
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glmc_mat3_make(const float * __restrict src, mat3 dest);
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CGLM_EXPORT
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void
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glmc_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest);
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#ifdef __cplusplus
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}
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#endif
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#endif /* cglmc_mat3_h */
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