add clamp and dot2 functions.
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@ -106,6 +106,14 @@ namespace hgl
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return Vector3f(src.x,src.y,z);
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}
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template<typename T>
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inline T clamp(const T &v,const T &min_v,const T &max_v)
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{
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if(v<min_v)return min_v;
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if(v>max_v)return max_v;
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return v;
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}
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template<typename T>
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inline T normalized(const T &v)
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{
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@ -130,6 +138,12 @@ namespace hgl
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return v1.Dot(v2);
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}
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template<typename T>
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inline float dot2(const T &v)
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{
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return v.Dot(v);
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}
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inline float ray_angle_cos(const Ray &ray,const vec &pos)
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{
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return ray.dir.Dot((pos-ray.pos).Normalized());
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