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vec: rename glm_vec_ namespace to glm_vec3_
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@@ -170,7 +170,7 @@ CGLM_INLINE
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void
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glm_translate_make(mat4 m, vec3 v) {
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glm_mat4_identity(m);
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glm_vec_copy(v, m[3]);
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glm_vec3_copy(v, m[3]);
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}
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/*!
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@@ -325,13 +325,13 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
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c = cosf(angle);
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glm_vec_normalize_to(axis, axisn);
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glm_vec_scale(axisn, 1.0f - c, v);
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glm_vec_scale(axisn, sinf(angle), vs);
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glm_vec3_normalize_to(axis, axisn);
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glm_vec3_scale(axisn, 1.0f - c, v);
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glm_vec3_scale(axisn, sinf(angle), vs);
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glm_vec_scale(axisn, v[0], m[0]);
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glm_vec_scale(axisn, v[1], m[1]);
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glm_vec_scale(axisn, v[2], m[2]);
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glm_vec3_scale(axisn, v[0], m[0]);
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glm_vec3_scale(axisn, v[1], m[1]);
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glm_vec3_scale(axisn, v[2], m[2]);
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m[0][0] += c; m[1][0] -= vs[2]; m[2][0] += vs[1];
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m[0][1] += vs[2]; m[1][1] += c; m[2][1] -= vs[0];
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@@ -370,7 +370,7 @@ void
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glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec_negate_to(pivot, pivotInv);
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glm_vec3_negate_to(pivot, pivotInv);
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glm_translate(m, pivot);
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glm_rotate(m, angle, axis);
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@@ -395,7 +395,7 @@ void
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glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec_negate_to(pivot, pivotInv);
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glm_vec3_negate_to(pivot, pivotInv);
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glm_translate_make(m, pivot);
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glm_rotate(m, angle, axis);
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@@ -411,9 +411,9 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
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CGLM_INLINE
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void
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glm_decompose_scalev(mat4 m, vec3 s) {
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s[0] = glm_vec_norm(m[0]);
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s[1] = glm_vec_norm(m[1]);
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s[2] = glm_vec_norm(m[2]);
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s[0] = glm_vec3_norm(m[0]);
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s[1] = glm_vec3_norm(m[1]);
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s[2] = glm_vec3_norm(m[2]);
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}
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/*!
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@@ -429,7 +429,7 @@ bool
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glm_uniscaled(mat4 m) {
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CGLM_ALIGN(8) vec3 s;
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glm_decompose_scalev(m, s);
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return glm_vec_eq_all(s);
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return glm_vec3_eq_all(s);
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}
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/*!
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@@ -451,9 +451,9 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
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glm_vec4_copy(m[2], r[2]);
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glm_vec4_copy(t, r[3]);
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s[0] = glm_vec_norm(m[0]);
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s[1] = glm_vec_norm(m[1]);
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s[2] = glm_vec_norm(m[2]);
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s[0] = glm_vec3_norm(m[0]);
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s[1] = glm_vec3_norm(m[1]);
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s[2] = glm_vec3_norm(m[2]);
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glm_vec4_scale(r[0], 1.0f/s[0], r[0]);
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glm_vec4_scale(r[1], 1.0f/s[1], r[1]);
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@@ -462,12 +462,12 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
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/* Note from Apple Open Source (asume that the matrix is orthonormal):
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check for a coordinate system flip. If the determinant
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is -1, then negate the matrix and the scaling factors. */
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glm_vec_cross(m[0], m[1], v);
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if (glm_vec_dot(v, m[2]) < 0.0f) {
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glm_vec3_cross(m[0], m[1], v);
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if (glm_vec3_dot(v, m[2]) < 0.0f) {
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glm_vec4_flipsign(r[0]);
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glm_vec4_flipsign(r[1]);
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glm_vec4_flipsign(r[2]);
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glm_vec_negate(s);
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glm_vec3_negate(s);
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}
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}
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