common: move vec3_t_to_glm() to mathlib.hh
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@ -261,10 +261,6 @@ EdgePlanes_PointInside(const bsp2_dface_t *face, const plane_t *edgeplanes, cons
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using namespace glm;
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static glm::vec3 vec3_t_to_glm(const vec3_t vec) {
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return glm::vec3(vec[0], vec[1], vec[2]);
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}
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glm::vec4 Face_Plane_E(const bsp2_t *bsp, const bsp2_dface_t *f)
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{
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const vec3 p0 = Face_PointAtIndex_E(bsp, f, 0);
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@ -307,6 +307,10 @@ float Lanczos2D(float x, float y, float a);
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// glm geometry
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static inline glm::vec3 vec3_t_to_glm(const vec3_t vec) {
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return glm::vec3(vec[0], vec[1], vec[2]);
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}
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glm::vec3 GLM_FaceNormal(std::vector<glm::vec3> points);
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std::vector<glm::vec4> GLM_MakeInwardFacingEdgePlanes(std::vector<glm::vec3> points);
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bool GLM_EdgePlanes_PointInside(const std::vector<glm::vec4> &edgeplanes, const glm::vec3 &point);
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