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swizzle support
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@@ -44,6 +44,7 @@
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CGLM_INLINE void glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
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CGLM_INLINE void glm_vec_minv(vec3 v1, vec3 v2, vec3 dest);
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CGLM_INLINE void glm_vec_ortho(vec3 v, vec3 dest);
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CGLM_INLINE void glm_vec_swizzle(vec3 v, int mask, vec3 dest);
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Convenient:
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CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
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@@ -69,6 +70,11 @@
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#define GLM_ZUP (vec3){0.0f, 0.0f, 1.0f}
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#define GLM_XUP (vec3){1.0f, 0.0f, 0.0f}
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#define GLM_XXX GLM_SHUFFLE3(0, 0, 0)
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#define GLM_YYY GLM_SHUFFLE3(1, 1, 1)
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#define GLM_ZZZ GLM_SHUFFLE3(2, 2, 2)
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#define GLM_ZYX GLM_SHUFFLE3(0, 1, 2)
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/*!
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* @brief init vec3 using vec4
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*
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@@ -528,4 +534,25 @@ glm_normalize_to(vec3 v, vec3 dest) {
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glm_vec_normalize_to(v, dest);
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}
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/*!
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* @brief swizzle vector components
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*
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* you can use existin masks e.g. GLM_XXX, GLM_ZYX
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*
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* @param[in] v source
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* @param[in] mask mask
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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_vec_swizzle(vec3 v, int mask, vec3 dest) {
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vec3 t;
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t[0] = v[(mask & (3 << 0))];
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t[1] = v[(mask & (3 << 2)) >> 2];
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t[2] = v[(mask & (3 << 4)) >> 4];
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glm_vec_copy(t, dest);
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}
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#endif /* cglm_vec3_h */
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