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Use a clearer function
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2 changed files with 2 additions and 1 deletions
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@ -201,7 +201,7 @@ float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
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// Helper function return the rotation from the first vector onto the second
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// Helper function return the rotation from the first vector onto the second
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glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
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glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
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return glm::quat(glm::normalize(v1), glm::normalize(v2));
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return glm::rotation(glm::normalize(v1), glm::normalize(v2));
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}
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}
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bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {
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bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {
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@ -16,6 +16,7 @@
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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// Bring the most commonly used GLM types into the default namespace
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// Bring the most commonly used GLM types into the default namespace
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using glm::ivec2;
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using glm::ivec2;
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