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reflect
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@@ -55,7 +55,7 @@
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CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal)
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CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest)
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CGLM_INLINE void glm_vec2_make(float * restrict src, vec2 dest)
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CGLM_INLINE void glm_vec2_reflect(vec2 I, vec2 N, vec2 dest)
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*/
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#ifndef cglm_vec2_h
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@@ -712,4 +712,19 @@ glm_vec2_make(const float * __restrict src, vec2 dest) {
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dest[0] = src[0]; dest[1] = src[1];
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}
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/*!
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* @brief reflection vector using an incident ray and a surface normal
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*
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* @param[in] I incident vector
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* @param[in] N normalized normal vector
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* @param[out] dest destination vector for the reflection result
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*/
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CGLM_INLINE
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void
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glm_vec2_reflect(vec2 I, vec2 N, vec2 dest) {
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vec2 temp;
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glm_vec2_scale(N, 2.0f * glm_vec2_dot(I, N), temp);
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glm_vec2_sub(I, temp, dest);
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}
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#endif /* cglm_vec2_h */
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@@ -80,6 +80,7 @@
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CGLM_INLINE void glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
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CGLM_INLINE void glm_vec3_swizzle(vec3 v, int mask, vec3 dest);
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CGLM_INLINE void glm_vec3_make(float * restrict src, vec3 dest);
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CGLM_INLINE void glm_vec3_reflect(vec3 I, vec3 N, 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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@@ -1202,4 +1203,19 @@ glm_vec3_make(const float * __restrict src, vec3 dest) {
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dest[2] = src[2];
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}
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/*!
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* @brief reflection vector using an incident ray and a surface normal
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*
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* @param[in] I incident vector
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* @param[in] N normalized normal vector
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* @param[out] dest reflection result
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*/
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CGLM_INLINE
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void
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glm_vec3_reflect(vec3 I, vec3 N, vec3 dest) {
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vec3 temp;
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glm_vec3_scale(N, 2.0f * glm_vec3_dot(I, N), temp);
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glm_vec3_sub(I, temp, dest);
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}
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#endif /* cglm_vec3_h */
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@@ -65,6 +65,7 @@
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CGLM_INLINE void glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
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CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest);
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CGLM_INLINE void glm_vec4_make(float * restrict src, vec4 dest);
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CGLM_INLINE void glm_vec4_reflect(vec4 I, vec4 N, vec4 dest);
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DEPRECATED:
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glm_vec4_dup
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@@ -1304,4 +1305,23 @@ glm_vec4_make(const float * __restrict src, vec4 dest) {
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dest[2] = src[2]; dest[3] = src[3];
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}
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/*!
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* @brief reflection vector using an incident ray and a surface normal
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*
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* @param[in] I incident vector
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* @param[in] N normalized normal vector
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* @param[out] dest destination vector for the reflection result
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*/
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CGLM_INLINE
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void
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glm_vec4_reflect(vec4 I, vec4 N, vec4 dest) {
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vec4 temp;
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/* TODO: direct simd touch */
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glm_vec4_scale(N, 2.0f * glm_vec4_dot(I, N), temp);
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glm_vec4_sub(I, temp, dest);
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dest[3] = I[3];
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}
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#endif /* cglm_vec4_h */
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