Add Spline
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@@ -506,6 +506,14 @@ inline Color operator*(float a, const Color& b)
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return b * a;
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}
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namespace Math
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{
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FORCE_INLINE static bool NearEqual(const Color& a, const Color& b)
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{
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return Color::NearEqual(a, b);
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}
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}
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template<>
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struct TIsPODType<Color>
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{
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@@ -231,6 +231,14 @@ inline Color32 operator*(float a, const Color32& b)
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return b * a;
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}
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namespace Math
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{
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FORCE_INLINE static bool NearEqual(const Color32& a, const Color32& b)
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{
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return a == b;
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}
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}
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template<>
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struct TIsPODType<Color32>
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{
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@@ -293,6 +293,14 @@ public:
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static void Lerp(const Transform& t1, const Transform& t2, float amount, Transform& result);
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};
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namespace Math
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{
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FORCE_INLINE static bool NearEqual(const Transform& a, const Transform& b)
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{
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return Transform::NearEqual(a, b);
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}
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}
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template<>
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struct TIsPODType<Transform>
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{
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@@ -379,7 +379,7 @@ public:
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static bool NearEqual(const Vector4& a, const Vector4& b)
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{
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return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) & Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W);
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return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) && Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W);
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}
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static bool NearEqual(const Vector4& a, const Vector4& b, float epsilon)
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