Add CLAMP macro and vec_clamp to util.c
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@ -15,6 +15,8 @@ typedef struct {
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} rgb_t;
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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 / 180.0)
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#define CLAMP(val, min, max) \
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(((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
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#define gl_drawline_points(p0, p1, w, col) \
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#define gl_drawline_points(p0, p1, w, col) \
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gl_drawline(p0[0], p0[1], p1[0], p1[1], w, col);
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gl_drawline(p0[0], p0[1], p1[0], p1[1], w, col);
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@ -28,6 +30,7 @@ char* get_name(int ent_idx);
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vec3_t vec3(float x, float y, float z);
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vec3_t vec3(float x, float y, float z);
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bool vec_is_zero(vec3_t v);
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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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float vec_len2d(vec3_t v);
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void vec_clamp(vec3_t v);
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float angle_delta_rad(float a, float b);
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float angle_delta_rad(float a, float b);
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bool world_to_screen(vec3_t vec, vec2_t screen);
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bool world_to_screen(vec3_t vec, vec2_t screen);
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void gl_drawbox(int x, int y, int w, int h, rgb_t c);
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void gl_drawbox(int x, int y, int w, int h, rgb_t c);
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@ -52,6 +52,12 @@ float vec_len2d(vec3_t v) {
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return sqrtf(v.x * v.x + v.y * v.y);
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return sqrtf(v.x * v.x + v.y * v.y);
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}
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}
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void vec_clamp(vec3_t v) {
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v[0] = CLAMP(v[0], -89.0f, 89.0f);
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v[1] = CLAMP(remainderf(v[1], 360.0f), -180.0f, 180.0f); /* v.y % 360 */
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v[2] = CLAMP(v[2], -50.0f, 50.0f);
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}
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float angle_delta_rad(float a, float b) {
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float angle_delta_rad(float a, float b) {
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float delta = isfinite(a - b) ? remainder(a - b, 360) : 0;
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float delta = isfinite(a - b) ? remainder(a - b, 360) : 0;
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