feat: Grid af spawning
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@@ -17,6 +17,7 @@ static const vec2 vec2_min = { -FLT_MAX, -FLT_MAX };
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static const vec2i vec2i_zero = { 0, 0 };
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static const vec2i vec2i_one = { 1, 1 };
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// vec2 operators
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vec2 operator+(vec2 const &v);
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vec2 operator-(vec2 const &v);
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vec2 operator+(vec2 const &a, vec2 const &b);
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@@ -26,15 +27,30 @@ vec2 operator/(vec2 const &a, float const &b);
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bool operator<(vec2 const &a, vec2 const &b);
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bool operator>(vec2 const &a, vec2 const &b);
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// vec2i operators
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bool operator<(vec2i const &a, vec2i const &b);
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bool operator>(vec2i const &a, vec2i const &b);
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// vec2 functions
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float dot(vec2 const &a, vec2 const &b);
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float norm2(vec2 const &v);
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float norm(vec2 const &v);
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vec2 normalize(vec2 const &v);
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vec2 min2(vec2 const &a, vec2 const &b);
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vec2 max2(vec2 const &a, vec2 const &b);
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vec2 polar_to_vec2(float const angle, float const len);
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float vec2_angle(vec2 const v);
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vec2 polar_to_vec2(const float angle, const float len);
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float vec2_angle(const vec2 v);
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// vec2i functions
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vec2 v2i_to_v2(vec2i const v);
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float normalize_angle(const float angle);
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float normalize_angle_diff(const float diff);
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// Angle functions
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float normalize_angle(float const angle);
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float normalize_angle_diff(float const diff);
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// Random generation functions
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int rand_int(int const min, int const max);
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float rand_float(float const min, float const max);
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float rand_angle();
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vec2i rand_v2i(vec2i const min, vec2i const max);
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vec2 rand_v2(vec2 const min, vec2 const max);
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