Change project structure;
Added new c# binding;
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337
native/external/cglm/vec2-ext.h
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337
native/external/cglm/vec2-ext.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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Functions:
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CGLM_INLINE void glm_vec2_fill(vec2 v, float val)
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CGLM_INLINE bool glm_vec2_eq(vec2 v, float val);
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CGLM_INLINE bool glm_vec2_eq_eps(vec2 v, float val);
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CGLM_INLINE bool glm_vec2_eq_all(vec2 v);
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CGLM_INLINE bool glm_vec2_eqv(vec2 a, vec2 b);
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CGLM_INLINE bool glm_vec2_eqv_eps(vec2 a, vec2 b);
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CGLM_INLINE float glm_vec2_max(vec2 v);
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CGLM_INLINE float glm_vec2_min(vec2 v);
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CGLM_INLINE bool glm_vec2_isnan(vec2 v);
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CGLM_INLINE bool glm_vec2_isinf(vec2 v);
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CGLM_INLINE bool glm_vec2_isvalid(vec2 v);
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CGLM_INLINE void glm_vec2_sign(vec2 v, vec2 dest);
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CGLM_INLINE void glm_vec2_abs(vec2 v, vec2 dest);
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CGLM_INLINE void glm_vec2_fract(vec2 v, vec2 dest);
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CGLM_INLINE void glm_vec2_floor(vec2 v, vec2 dest);
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CGLM_INLINE float glm_vec2_mods(vec2 v, float s, vec2 dest);
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CGLM_INLINE float glm_vec2_steps(float edge, vec2 v, vec2 dest);
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CGLM_INLINE void glm_vec2_stepr(vec2 edge, float v, vec2 dest);
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CGLM_INLINE void glm_vec2_sqrt(vec2 v, vec2 dest);
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CGLM_INLINE void glm_vec2_complex_mul(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_complex_div(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_complex_conjugate(vec2 a, vec2 dest)
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*/
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#ifndef cglm_vec2_ext_h
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#define cglm_vec2_ext_h
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#include "common.h"
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#include "util.h"
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/*!
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* @brief fill a vector with specified value
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*
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* @param[out] v dest
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* @param[in] val value
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*/
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CGLM_INLINE
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void
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glm_vec2_fill(vec2 v, float val) {
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v[0] = v[1] = val;
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}
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/*!
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* @brief check if vector is equal to value (without epsilon)
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*
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* @param[in] v vector
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* @param[in] val value
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*/
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CGLM_INLINE
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bool
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glm_vec2_eq(vec2 v, float val) {
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return v[0] == val && v[0] == v[1];
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}
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/*!
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* @brief check if vector is equal to value (with epsilon)
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*
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* @param[in] v vector
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* @param[in] val value
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*/
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CGLM_INLINE
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bool
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glm_vec2_eq_eps(vec2 v, float val) {
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return fabsf(v[0] - val) <= GLM_FLT_EPSILON
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&& fabsf(v[1] - val) <= GLM_FLT_EPSILON;
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}
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/*!
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* @brief check if vector members are equal (without epsilon)
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_eq_all(vec2 v) {
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return glm_vec2_eq_eps(v, v[0]);
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}
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/*!
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* @brief check if vector is equal to another (without epsilon)
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*
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* @param[in] a vector
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* @param[in] b vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_eqv(vec2 a, vec2 b) {
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return a[0] == b[0] && a[1] == b[1];
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}
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/*!
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* @brief check if vector is equal to another (with epsilon)
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*
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* @param[in] a vector
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* @param[in] b vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_eqv_eps(vec2 a, vec2 b) {
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return fabsf(a[0] - b[0]) <= GLM_FLT_EPSILON
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&& fabsf(a[1] - b[1]) <= GLM_FLT_EPSILON;
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}
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/*!
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* @brief max value of vector
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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float
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glm_vec2_max(vec2 v) {
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return glm_max(v[0], v[1]);
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}
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/*!
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* @brief min value of vector
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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float
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glm_vec2_min(vec2 v) {
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return glm_min(v[0], v[1]);
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}
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/*!
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* @brief check if one of items is NaN (not a number)
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_isnan(vec2 v) {
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#ifndef CGLM_FAST_MATH
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return isnan(v[0]) || isnan(v[1]);
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#else
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return false;
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#endif
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}
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/*!
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* @brief check if one of items is INFINITY
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_isinf(vec2 v) {
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#ifndef CGLM_FAST_MATH
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return isinf(v[0]) || isinf(v[1]);
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#else
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return false;
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#endif
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}
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/*!
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* @brief check if all items are valid number
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_isvalid(vec2 v) {
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return !glm_vec2_isnan(v) && !glm_vec2_isinf(v);
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}
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/*!
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* @brief get sign of 32 bit float as +1, -1, 0
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*
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* Important: It returns 0 for zero/NaN input
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*
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* @param v vector
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*/
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CGLM_INLINE
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void
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glm_vec2_sign(vec2 v, vec2 dest) {
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dest[0] = glm_signf(v[0]);
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dest[1] = glm_signf(v[1]);
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}
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/*!
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* @brief absolute value of v
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*
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* @param[in] v vector
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2_abs(vec2 v, vec2 dest) {
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dest[0] = fabsf(v[0]);
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dest[1] = fabsf(v[1]);
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}
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/*!
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* @brief fractional part of each vector item
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*
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* @param[in] v vector
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_fract(vec2 v, vec2 dest) {
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dest[0] = fminf(v[0] - floorf(v[0]), 0.999999940395355224609375f);
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dest[1] = fminf(v[1] - floorf(v[1]), 0.999999940395355224609375f);
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}
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/*!
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* @brief floor of each vector item
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*
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* @param[in] v vector
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_floor(vec2 v, vec2 dest) {
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dest[0] = floorf(v[0]);
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dest[1] = floorf(v[1]);
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}
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/*!
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* @brief mod of each vector item, result is written to dest (dest = v % s)
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_mods(vec2 v, float s, vec2 dest) {
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dest[0] = fmodf(v[0], s);
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dest[1] = fmodf(v[1], s);
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}
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/*!
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* @brief square root of each vector item
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*
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* @param[in] v vector
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_sqrt(vec2 v, vec2 dest) {
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dest[0] = sqrtf(v[0]);
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dest[1] = sqrtf(v[1]);
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}
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/*!
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* @brief treat vectors as complex numbers and multiply them as such.
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*
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* @param[in] a left number
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* @param[in] b right number
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* @param[out] dest destination number
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*/
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CGLM_INLINE
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void
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glm_vec2_complex_mul(vec2 a, vec2 b, vec2 dest) {
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float tr, ti;
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tr = a[0] * b[0] - a[1] * b[1];
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ti = a[0] * b[1] + a[1] * b[0];
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dest[0] = tr;
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dest[1] = ti;
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}
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/*!
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* @brief threshold each vector item with scalar
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* condition is: (x[i] < edge) ? 0.0 : 1.0
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*
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* @param[in] edge threshold
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* @param[in] x vector to test against threshold
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2_steps(float edge, vec2 x, vec2 dest) {
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dest[0] = glm_step(edge, x[0]);
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dest[1] = glm_step(edge, x[1]);
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}
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/*!
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* @brief threshold a value with *vector* as the threshold
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* condition is: (x < edge[i]) ? 0.0 : 1.0
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*
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* @param[in] edge threshold vector
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* @param[in] x value to test against threshold
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2_stepr(vec2 edge, float x, vec2 dest) {
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dest[0] = glm_step(edge[0], x);
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dest[1] = glm_step(edge[1], x);
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}
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/*!
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* @brief treat vectors as complex numbers and divide them as such.
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*
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* @param[in] a left number (numerator)
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* @param[in] b right number (denominator)
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* @param[out] dest destination number
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*/
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CGLM_INLINE
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void
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glm_vec2_complex_div(vec2 a, vec2 b, vec2 dest) {
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float tr, ti;
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float const ibnorm2 = 1.0f / (b[0] * b[0] + b[1] * b[1]);
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tr = ibnorm2 * (a[0] * b[0] + a[1] * b[1]);
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ti = ibnorm2 * (a[1] * b[0] - a[0] * b[1]);
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dest[0] = tr;
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dest[1] = ti;
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}
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/*!
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* @brief treat the vector as a complex number and conjugate it as such.
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*
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* @param[in] a the number
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* @param[out] dest destination number
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*/
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CGLM_INLINE
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void
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glm_vec2_complex_conjugate(vec2 a, vec2 dest) {
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dest[0] = a[0];
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dest[1] = -a[1];
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}
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#endif /* cglm_vec2_ext_h */
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