[DEV] add a basic limiter in int fo std vector2D
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@ -372,7 +372,6 @@ namespace etk
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etk::CCout& operator <<(etk::CCout &os, const etk::Vector2D<bool> obj);
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etk::CCout& operator <<(etk::CCout &os, const etk::Vector2D<bool> obj);
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};
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};
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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// To siplify the writing of the code ==> this permit to have the same name with the glsl language...
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typedef etk::Vector2D<float> vec2;
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typedef etk::Vector2D<float> vec2;
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typedef etk::Vector2D<int32_t> ivec2;
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typedef etk::Vector2D<int32_t> ivec2;
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@ -380,4 +379,14 @@ typedef etk::Vector2D<int32_t> ivec2;
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typedef etk::Vector2D<uint32_t> uivec2;
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typedef etk::Vector2D<uint32_t> uivec2;
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typedef etk::Vector2D<bool> bvec2;
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typedef etk::Vector2D<bool> bvec2;
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inline vec2 vec2ClipInt32(const vec2& val)
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{
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return vec2((int32_t)val.x(), (int32_t)val.y());
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}
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inline vec2 vec2ClipInt64(const vec2& val)
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{
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return vec2((int64_t)val.x(), (int64_t)val.y());
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}
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#endif
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#endif
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@ -461,6 +461,15 @@ typedef etk::Vector3D<bool> bvec3;
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vec3 quaternionToEulerXYZ(const btQuaternion& quat);
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vec3 quaternionToEulerXYZ(const btQuaternion& quat);
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inline vec3 vec3ClipInt32(const vec3& val)
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{
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return vec3((int32_t)val.x(), (int32_t)val.y(), (int32_t)val.z());
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}
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inline vec3 vec3ClipInt64(const vec3& val)
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{
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return vec3((int64_t)val.x(), (int64_t)val.y(), (int64_t)val.z());
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}
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#endif
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#endif
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