Add vec_sub, vec_norm, vec_to_ang and RAD2DEG to util
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@@ -14,7 +14,8 @@ typedef struct {
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uint8_t r, g, b;
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} rgb_t;
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#define DEG2RAD(n) ((n)*M_PI / 180.0)
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#define DEG2RAD(n) ((n)*M_PI / 180.0f)
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#define RAD2DEG(n) ((n)*180.0f / M_PI)
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#define CLAMP(val, min, max) \
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(((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
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@@ -32,10 +33,13 @@ game_id get_cur_game(void);
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vec3_t vec3(float x, float y, float z);
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void vec_copy(vec3_t* dst, const vec3_t* src);
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vec3_t vec_add(vec3_t a, vec3_t b);
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vec3_t vec_sub(vec3_t a, vec3_t b);
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bool vec_is_zero(vec3_t v);
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float vec_len2d(vec3_t v);
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void vec_clamp(vec3_t v);
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void vec_norm(vec3_t v);
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float angle_delta_rad(float a, float b);
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vec3_t vec_to_ang(vec3_t v);
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vec3_t matrix_3x4_origin(matrix_3x4 m);
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bool world_to_screen(vec3_t vec, vec2_t screen);
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void engine_draw_text(int x, int y, char* s, rgb_t c);
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