update IsNearlyEqual/IsNearlyZero
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@ -379,14 +379,14 @@ namespace hgl
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}
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template<typename T,glm::qualifier Q>
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const bool IsNearlyZero(const glm::vec<2,T,Q> &v)
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inline const bool IsNearlyZero(const glm::vec<2,T,Q> &v)
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{
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return IsNearlyZero(v.x)
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&&IsNearlyZero(v.y);
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}
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template<typename T,glm::qualifier Q>
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const bool IsNearlyZero(const glm::vec<3,T,Q> &v)
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inline const bool IsNearlyZero(const glm::vec<3,T,Q> &v)
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{
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return IsNearlyZero(v.x)
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&&IsNearlyZero(v.y)
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@ -394,18 +394,18 @@ namespace hgl
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}
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template<typename T,glm::qualifier Q>
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const bool IsNearlyEqual(const glm::vec<2,T,Q> &a,const glm::vec<2,T,Q> &b)
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inline const bool IsNearlyEqual(const glm::vec<2,T,Q> &a,const glm::vec<2,T,Q> &b)
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{
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return IsNearlyZero(a.x-b.x)
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&&IsNearlyZero(a.y-b.y);
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return IsNearlyEqual(a.x,b.x)
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&&IsNearlyEqual(a.y,b.y);
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}
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template<typename T,glm::qualifier Q>
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const bool IsNearlyEqual(const glm::vec<3,T,Q> &a,const glm::vec<3,T,Q> &b)
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inline const bool IsNearlyEqual(const glm::vec<3,T,Q> &a,const glm::vec<3,T,Q> &b)
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{
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return IsNearlyZero(a.x-b.x)
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&&IsNearlyZero(a.y-b.y)
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&&IsNearlyZero(a.z-b.z);
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return IsNearlyEqual(a.x,b.x)
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&&IsNearlyEqual(a.y,b.y)
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&&IsNearlyEqual(a.z,b.z);
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}
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}//namespace hgl
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#endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE
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