Change project structure;
Added new c# binding;
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148
native/external/cglm/mat3x2.h
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148
native/external/cglm/mat3x2.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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/*
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Macros:
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GLM_MAT3X2_ZERO_INIT
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GLM_MAT3X2_ZERO
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Functions:
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CGLM_INLINE void glm_mat3x2_copy(mat3x2 src, mat3x2 dest);
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CGLM_INLINE void glm_mat3x2_zero(mat3x2 m);
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CGLM_INLINE void glm_mat3x2_make(const float * __restrict src, mat3x2 dest);
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CGLM_INLINE void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest);
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CGLM_INLINE void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest);
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CGLM_INLINE void glm_mat3x2_transpose(mat3x2 src, mat2x3 dest);
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CGLM_INLINE void glm_mat3x2_scale(mat3x2 m, float s);
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*/
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#ifndef cglm_mat3x2_h
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#define cglm_mat3x2_h
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#include "common.h"
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#define GLM_MAT3X2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}}
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/* for C only */
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#define GLM_MAT3X2_ZERO GLM_MAT3X2_ZERO_INIT
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/*!
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* @brief Copy mat3x2 (src) to mat3x2 (dest).
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*
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* @param[in] src mat3x2 (left)
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* @param[out] dest destination (result, mat3x2)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_copy(mat3x2 src, mat3x2 dest) {
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glm_vec2_copy(src[0], dest[0]);
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glm_vec2_copy(src[1], dest[1]);
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glm_vec2_copy(src[2], dest[2]);
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}
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/*!
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* @brief Zero out the mat3x2 (m).
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*
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* @param[in, out] mat3x2 (src, dest)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_zero(mat3x2 m) {
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CGLM_ALIGN_MAT mat3x2 t = GLM_MAT3X2_ZERO_INIT;
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glm_mat3x2_copy(t, m);
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}
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/*!
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* @brief Create mat3x2 (dest) from pointer (src).
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*
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* @param[in] src pointer to an array of floats (left)
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* @param[out] dest destination (result, mat3x2)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_make(const float * __restrict src, mat3x2 dest) {
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dest[0][0] = src[0];
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dest[0][1] = src[1];
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dest[1][0] = src[2];
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dest[1][1] = src[3];
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dest[2][0] = src[4];
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dest[2][1] = src[5];
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}
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/*!
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* @brief Multiply mat3x2 (m1) by mat2x3 (m2) and store in mat2 (dest).
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*
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* @code
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* glm_mat3x2_mul(mat3x2, mat2x3, mat2);
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* @endcode
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*
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* @param[in] m1 mat3x2 (left)
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* @param[in] m2 mat2x3 (right)
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* @param[out] dest destination (result, mat2)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest) {
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float a00 = m1[0][0], a01 = m1[0][1],
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a10 = m1[1][0], a11 = m1[1][1],
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a20 = m1[2][0], a21 = m1[2][1],
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b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
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b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2];
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dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
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dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
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dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
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dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
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}
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/*!
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* @brief Multiply mat3x2 (m) by vec3 (v) and store in vec2 (dest).
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*
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* @param[in] m mat3x2 (left)
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* @param[in] v vec3 (right, column vector)
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* @param[out] dest destination (result, column vector)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest) {
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float v0 = v[0], v1 = v[1], v2 = v[2];
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dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2;
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dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2;
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}
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/*!
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* @brief Transpose mat3x2 (src) and store in mat2x3 (dest).
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*
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* @param[in] src mat3x2 (left)
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* @param[out] dest destination (result, mat2x3)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_transpose(mat3x2 src, mat2x3 dest) {
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dest[0][0] = src[0][0]; dest[0][1] = src[1][0]; dest[0][2] = src[2][0];
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dest[1][0] = src[0][1]; dest[1][1] = src[1][1]; dest[1][2] = src[2][1];
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}
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/*!
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* @brief Multiply mat3x2 (m) by scalar constant (s).
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*
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* @param[in, out] m (src, dest)
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* @param[in] s float (scalar)
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*/
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CGLM_INLINE
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void
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glm_mat3x2_scale(mat3x2 m, float s) {
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m[0][0] *= s; m[0][1] *= s; m[1][0] *= s;
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m[1][1] *= s; m[2][0] *= s; m[2][1] *= s;
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}
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#endif
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