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matrix: trace of matrix
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@@ -44,6 +44,10 @@ 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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@@ -61,6 +61,14 @@ CGLM_EXPORT
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void
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glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
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CGLM_EXPORT
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float
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glmc_mat4_trace(mat4 m);
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CGLM_EXPORT
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float
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glmc_mat4_trace3(mat4 m);
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CGLM_EXPORT
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void
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glmc_mat4_quat(mat4 m, versor dest);
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@@ -21,6 +21,7 @@
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CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest);
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CGLM_INLINE void glm_mat3_transpose(mat3 m);
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CGLM_INLINE void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest);
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CGLM_INLINE float glm_mat3_trace(mat3 m);
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CGLM_INLINE void glm_mat3_scale(mat3 m, float s);
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CGLM_INLINE float glm_mat3_det(mat3 mat);
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CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest);
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@@ -207,6 +208,18 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
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dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
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}
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/*!
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* @brief trace of matrix
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*
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* sum of the elements on the main diagonal from upper left to the lower right
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*
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* @param[in] m matrix
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*/
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CGLM_INLINE
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float
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glm_mat3_trace(mat3 m) {
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return m[0][0] + m[1][1] + m[2][2];
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}
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/*!
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* @brief convert mat3 to quaternion
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@@ -29,6 +29,8 @@
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CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest);
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CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
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CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest);
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CGLM_INLINE float glm_mat4_trace(mat4 m);
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CGLM_INLINE float glm_mat4_trace3(mat4 m);
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CGLM_INLINE void glm_mat4_transpose_to(mat4 m, mat4 dest);
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CGLM_INLINE void glm_mat4_transpose(mat4 m);
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CGLM_INLINE void glm_mat4_scale_p(mat4 m, float s);
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@@ -338,6 +340,32 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
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#endif
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}
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/*!
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* @brief trace of matrix
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*
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* sum of the elements on the main diagonal from upper left to the lower right
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*
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* @param[in] m matrix
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*/
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CGLM_INLINE
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float
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glm_mat4_trace(mat4 m) {
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return m[0][0] + m[1][1] + m[2][2] + m[3][3];
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}
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/*!
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* @brief trace of matrix (rotation part)
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*
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* sum of the elements on the main diagonal from upper left to the lower right
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*
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* @param[in] m matrix
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*/
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CGLM_INLINE
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float
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glm_mat4_trace3(mat4 m) {
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return m[0][0] + m[1][1] + m[2][2];
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}
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/*!
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* @brief convert mat4's rotation part to quaternion
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*
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