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https://github.com/zhenyan121/Cubed.git
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refactor(math_tools): convert free functions to inline in header
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@@ -1,18 +1,103 @@
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#pragma once
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#include <algorithm>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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namespace Cubed {
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namespace Math {
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void extract_frustum_planes(const glm::mat4& mvp_matrix,
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std::vector<glm::vec4>& planes);
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inline void extract_frustum_planes(const glm::mat4& mvp_matrix,
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std::vector<glm::vec4>& planes) {
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if (planes.size() != 6) {
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planes.resize(6);
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}
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float smootherstep(float edge0, float edge1, float x);
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bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
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const std::vector<glm::vec4>& planes);
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float deterministic_random(int x, int z, uint64_t seed);
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glm::vec3 slerp(const glm::vec3& from, const glm::vec3& to, float t);
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const float* m = glm::value_ptr(mvp_matrix);
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// left plane
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planes[0] =
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glm::vec4(m[3] + m[0], m[7] + m[4], m[11] + m[8], m[15] + m[12]);
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// right plane
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planes[1] =
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glm::vec4(m[3] - m[0], m[7] - m[4], m[11] - m[8], m[15] - m[12]);
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// bottom plane
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planes[2] =
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glm::vec4(m[3] + m[1], m[7] + m[5], m[11] + m[9], m[15] + m[13]);
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// top plane
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planes[3] =
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glm::vec4(m[3] - m[1], m[7] - m[5], m[11] - m[9], m[15] - m[13]);
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// near plane
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planes[4] =
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glm::vec4(m[3] + m[2], m[7] + m[6], m[11] + m[10], m[15] + m[14]);
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// far plane
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planes[5] =
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glm::vec4(m[3] - m[2], m[7] - m[6], m[11] - m[10], m[15] - m[14]);
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for (auto& p : planes) {
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p = glm::normalize(p);
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}
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}
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inline float smootherstep(float edge0, float edge1, float x) {
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x = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
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return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
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}
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inline bool is_aabb_in_frustum(const glm::vec3& center,
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const glm::vec3& half_extents,
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const std::vector<glm::vec4>& planes) {
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for (const auto& plane : planes) {
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// distance
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float d = glm::dot(glm::vec3(plane), center) + plane.w;
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float r = half_extents.x * std::abs(plane.x) +
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half_extents.y * std::abs(plane.y) +
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half_extents.z * std::abs(plane.z);
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if (d + r < 0) {
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return false;
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}
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}
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return true;
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}
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inline float deterministic_random(int x, int z, uint64_t seed) {
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uint64_t h = seed;
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h = h * 6364136223846793005ULL + (uint64_t)x;
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h = h * 6364136223846793005ULL + (uint64_t)z;
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return (float)(h >> 40) / (float)(1 << 24);
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}
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inline glm::vec3 slerp(const glm::vec3& from, const glm::vec3& to, float t) {
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float cos_theta = glm::clamp(glm::dot(from, to), -1.0f, 1.0f);
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if (cos_theta > 0.9995f) {
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return glm::normalize(glm::mix(from, to, t));
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}
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if (cos_theta < -0.9995f) {
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glm::vec3 axis = (std::fabs(from.x) < 0.9f)
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? glm::vec3(1.0f, 0.0f, 0.0f)
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: glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 ortho = glm::normalize(glm::cross(from, axis));
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float angle = glm::pi<float>() * t;
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glm::vec3 rotated =
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from * std::cos(angle) + glm::cross(ortho, from) * std::sin(angle);
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return glm::normalize(rotated);
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}
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float theta = std::acos(cos_theta);
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float sin_theta = std::sin(theta);
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float a = std::sin((1.0f - t) * theta) / sin_theta;
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float b = std::sin(t * theta) / sin_theta;
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return glm::normalize(a * from + b * to);
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}
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inline float distance2(const glm::vec3& a, const glm::vec3& b) {
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glm::vec3 diff = a - b;
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@@ -15,7 +15,6 @@ target_sources(${PROJECT_NAME}
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shader.cpp
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texture_manager.cpp
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tools/cubed_random.cpp
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tools/math_tools.cpp
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tools/shader_tools.cpp
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tools/font.cpp
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tools/perlin_noise.cpp
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@@ -1,105 +0,0 @@
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#include "Cubed/tools/math_tools.hpp"
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#include <algorithm>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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namespace Cubed {
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namespace Math {
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void extract_frustum_planes(const glm::mat4& mvp_matrix,
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std::vector<glm::vec4>& planes) {
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if (planes.size() != 6) {
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planes.resize(6);
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}
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const float* m = glm::value_ptr(mvp_matrix);
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// left plane
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planes[0] =
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glm::vec4(m[3] + m[0], m[7] + m[4], m[11] + m[8], m[15] + m[12]);
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// right plane
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planes[1] =
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glm::vec4(m[3] - m[0], m[7] - m[4], m[11] - m[8], m[15] - m[12]);
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// bottom plane
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planes[2] =
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glm::vec4(m[3] + m[1], m[7] + m[5], m[11] + m[9], m[15] + m[13]);
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// top plane
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planes[3] =
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glm::vec4(m[3] - m[1], m[7] - m[5], m[11] - m[9], m[15] - m[13]);
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// near plane
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planes[4] =
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glm::vec4(m[3] + m[2], m[7] + m[6], m[11] + m[10], m[15] + m[14]);
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// far plane
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planes[5] =
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glm::vec4(m[3] - m[2], m[7] - m[6], m[11] - m[10], m[15] - m[14]);
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for (auto& p : planes) {
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p = glm::normalize(p);
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}
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}
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float smootherstep(float edge0, float edge1, float x) {
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x = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
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return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
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}
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bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
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const std::vector<glm::vec4>& planes) {
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for (const auto& plane : planes) {
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// distance
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float d = glm::dot(glm::vec3(plane), center) + plane.w;
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float r = half_extents.x * std::abs(plane.x) +
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half_extents.y * std::abs(plane.y) +
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half_extents.z * std::abs(plane.z);
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if (d + r < 0) {
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return false;
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}
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}
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return true;
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}
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float deterministic_random(int x, int z, uint64_t seed) {
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uint64_t h = seed;
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h = h * 6364136223846793005ULL + (uint64_t)x;
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h = h * 6364136223846793005ULL + (uint64_t)z;
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return (float)(h >> 40) / (float)(1 << 24);
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}
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glm::vec3 slerp(const glm::vec3& from, const glm::vec3& to, float t) {
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float cos_theta = glm::clamp(glm::dot(from, to), -1.0f, 1.0f);
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if (cos_theta > 0.9995f) {
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return glm::normalize(glm::mix(from, to, t));
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}
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if (cos_theta < -0.9995f) {
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glm::vec3 axis = (std::fabs(from.x) < 0.9f)
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? glm::vec3(1.0f, 0.0f, 0.0f)
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: glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 ortho = glm::normalize(glm::cross(from, axis));
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float angle = glm::pi<float>() * t;
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glm::vec3 rotated =
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from * std::cos(angle) + glm::cross(ortho, from) * std::sin(angle);
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return glm::normalize(rotated);
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}
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float theta = std::acos(cos_theta);
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float sin_theta = std::sin(theta);
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float a = std::sin((1.0f - t) * theta) / sin_theta;
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float b = std::sin(t * theta) / sin_theta;
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return glm::normalize(a * from + b * to);
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}
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} // namespace Math
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} // namespace Cubed
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