|  |  | @ -470,6 +470,21 @@ RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) | 
		
	
		
			
			|  |  |  | return result; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Calculate angle between two vectors in XY and XZ | 
		
	
		
			
			|  |  |  | RMDEF Vector2 Vector3Angle(Vector3 v1, Vector3 v2) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | Vector2 result = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float dx = v2.x - v1.x; | 
		
	
		
			
			|  |  |  | float dy = v2.y - v1.y; | 
		
	
		
			
			|  |  |  | float dz = v2.z - v1.z; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | result.x = atan2f(dx, dz);                      // Angle in XZ | 
		
	
		
			
			|  |  |  | result.y = atan2f(dy, sqrtf(dx*dx + dz*dz));    // Angle in XY | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return result; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Negate provided vector (invert direction) | 
		
	
		
			
			|  |  |  | RMDEF Vector3 Vector3Negate(Vector3 v) | 
		
	
		
			
			|  |  |  | { | 
		
	
	
		
			
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