| 
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -1313,7 +1313,8 @@ RMAPI Matrix MatrixRotate(Vector3 axis, float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get x-rotation matrix (angle in radians) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get x-rotation matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateX(float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -1332,7 +1333,8 @@ RMAPI Matrix MatrixRotateX(float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get y-rotation matrix (angle in radians) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get y-rotation matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateY(float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -1351,7 +1353,8 @@ RMAPI Matrix MatrixRotateY(float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get z-rotation matrix (angle in radians) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get z-rotation matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateZ(float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -1370,21 +1373,21 @@ RMAPI Matrix MatrixRotateZ(float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// ">Get xyz-rotation matrix (angles in radians) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateXYZ(Vector3 ang) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get xyz-rotation matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// l">NOTE: Angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateXYZ(Vector3 angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			                      0.0f, 1.0f, 0.0f, 0.0f, | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			                      0.0f, 0.0f, 1.0f, 0.0f, | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			                      0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosz = cosf(-ang.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sinz = sinf(-ang.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosy = cosf(-ang.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float siny = sinf(-ang.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosx = cosf(-ang.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sinx = sinf(-ang.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosz = cosf(-angle.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sinz = sinf(-angle.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosy = cosf(-angle.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float siny = sinf(-angle.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosx = cosf(-angle.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sinx = sinf(-angle.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m0 = cosz*cosy; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m4 = (cosz*siny*sinx) - (sinz*cosx); | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -1401,17 +1404,18 @@ RMAPI Matrix MatrixRotateXYZ(Vector3 ang) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get zyx-rotation matrix (angles in radians) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateZYX(Vector3 ang) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get zyx-rotation matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixRotateZYX(Vector3 angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = { 0 }; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cz = cosf(ang.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sz = sinf(ang.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cy = cosf(ang.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sy = sinf(ang.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cx = cosf(ang.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sx = sinf(ang.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cz = cosf(angle.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sz = sinf(angle.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cy = cosf(angle.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sy = sinf(angle.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cx = cosf(angle.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sx = sinf(angle.x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m0 = cz*cy; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m1 = cz*sy*sx - cx*sz; | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -1480,7 +1484,7 @@ RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get perspective projection matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Angle should be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Fovy angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = { 0 }; | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -1947,7 +1951,7 @@ RMAPI Matrix QuaternionToMatrix(Quaternion q) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Get rotation quaternion for an angle and axis | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// NOTE: Angle must be provided in radians | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
				
				 | 
			
			 | 
			
			
 |