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vec: implement pow(norm, 2)
we can avoid function calls with this func
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@@ -108,6 +108,23 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) {
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d[2] = a[0] * b[1] - a[1] * b[0];
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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* we can use this func instead of calling norm * norm, because it would call
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* sqrtf fuction twice but with this func we can avoid func call, maybe this is
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* not good name for this func
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*
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* @param[in] vec vec
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glm_vec_norm2(vec3 vec) {
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return vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2];
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}
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/*!
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* @brief norm (magnitude) of vec3
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*
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@@ -118,7 +135,25 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) {
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CGLM_INLINE
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float
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glm_vec_norm(vec3 vec) {
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return sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
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return sqrtf(glm_vec_norm2(vec));
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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* we can use this func instead of calling norm * norm, because it would call
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* sqrtf fuction twice but with this func we can avoid func call, maybe this is
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* not good name for this func
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*
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* @param[in] vec vec4
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm2(vec4 vec) {
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return vec[0] * vec[0] + vec[1] * vec[1]
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+ vec[2] * vec[2] + vec[3] * vec[3];
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}
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/*!
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@@ -131,8 +166,7 @@ glm_vec_norm(vec3 vec) {
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CGLM_INLINE
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float
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glm_vec4_norm(vec4 vec) {
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return sqrtf(vec[0] * vec[0] + vec[1] * vec[1]
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+ vec[2] * vec[2] + vec[3] * vec[3]);
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return sqrtf(glm_vec4_norm2(vec));
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}
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/*!
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