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			@ -12,9 +12,9 @@ | 
			
		
		
	
		
			
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			*   #define RAYMATH_HEADER_ONLY | 
			
		
		
	
		
			
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			*       Define static inline functions code, so #include header suffices for use. | 
			
		
		
	
		
			
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			*       This may use up lots of memory. | 
			
		
		
	
		
			
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			*    | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   #define RAYMATH_STANDALONE | 
			
		
		
	
		
			
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			*       Avoid raylib.h header inclusion in this file.  | 
			
		
		
	
		
			
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			*       Avoid raylib.h header inclusion in this file. | 
			
		
		
	
		
			
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			*       Vector3 and Matrix data types are defined internally in raymath module. | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			* | 
			
		
		
	
	
		
			
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			@ -94,7 +94,7 @@ | 
			
		
		
	
		
			
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			// Return float vector for Vector3 | 
			
		
		
	
		
			
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			#ifndef Vector3ToFloat | 
			
		
		
	
		
			
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			    #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)  | 
			
		
		
	
		
			
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			    #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
	
		
			
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			@ -122,20 +122,20 @@ | 
			
		
		
	
		
			
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			        float m2, m6, m10, m14; | 
			
		
		
	
		
			
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			        float m3, m7, m11, m15; | 
			
		
		
	
		
			
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			    } Matrix; | 
			
		
		
	
		
			
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			    // Quaternion type | 
			
		
		
	
		
			
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			    typedef struct Quaternion { | 
			
		
		
	
		
			
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			        float x; | 
			
		
		
	
		
			
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			        float y; | 
			
		
		
	
		
			
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			        float z; | 
			
		
		
	
		
			
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			        float w; | 
			
		
		
	
		
			
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			    } Quaternion; | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			// NOTE: Helper types to be used instead of array return types for *ToFloat functions | 
			
		
		
	
		
			
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			typedef struct float3 { float v[3]; } float3; | 
			
		
		
	
		
			
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			typedef struct float16 { float v[16]; } float16; | 
			
		
		
	
		
			
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			// Quaternion type | 
			
		
		
	
		
			
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			typedef struct Quaternion { | 
			
		
		
	
		
			
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			    float x; | 
			
		
		
	
		
			
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			    float y; | 
			
		
		
	
		
			
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			    float z; | 
			
		
		
	
		
			
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			    float w; | 
			
		
		
	
		
			
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			} Quaternion; | 
			
		
		
	
		
			
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			#include <math.h>       // Required for: sinf(), cosf(), tan(), fabs() | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
	
		
			
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			@ -143,7 +143,7 @@ typedef struct Quaternion { | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			// Clamp float value | 
			
		
		
	
		
			
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			RMDEF float Clamp(float value, float min, float max)  | 
			
		
		
	
		
			
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			RMDEF float Clamp(float value, float min, float max) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    const float res = value < min ? min : value; | 
			
		
		
	
		
			
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			    return res > max ? max : res; | 
			
		
		
	
	
		
			
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			@ -154,15 +154,15 @@ RMDEF float Clamp(float value, float min, float max) | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			// Vector with components value 0.0f | 
			
		
		
	
		
			
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			RMDEF Vector2 Vector2Zero(void)  | 
			
		
		
	
		
			
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			{  | 
			
		
		
	
		
			
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			RMDEF Vector2 Vector2Zero(void) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector2 result = { 0.0f, 0.0f }; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Vector with components value 1.0f | 
			
		
		
	
		
			
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			RMDEF Vector2 Vector2One(void)  | 
			
		
		
	
		
			
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			{  | 
			
		
		
	
		
			
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			RMDEF Vector2 Vector2One(void) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector2 result = { 1.0f, 1.0f }; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
	
		
			
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			@ -243,31 +243,31 @@ RMDEF Vector2 Vector2Normalize(Vector2 v) | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			// Vector with components value 0.0f | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Zero(void)  | 
			
		
		
	
		
			
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			{  | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Zero(void) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { 0.0f, 0.0f, 0.0f }; | 
			
		
		
	
		
			
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			    return result;  | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Vector with components value 1.0f | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3One(void)  | 
			
		
		
	
		
			
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			{  | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3One(void) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { 1.0f, 1.0f, 1.0f }; | 
			
		
		
	
		
			
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			    return result;  | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Add two vectors | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; | 
			
		
		
	
		
			
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			    return result;  | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Substract two vectors | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; | 
			
		
		
	
		
			
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			    return result;  | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Multiply vector by scalar | 
			
		
		
	
	
		
			
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			@ -279,7 +279,7 @@ RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar) | 
			
		
		
	
		
			
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			// Multiply vector by vector | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			{	 | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
	
		
			
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			@ -359,7 +359,7 @@ RMDEF Vector3 Vector3Negate(Vector3 v) | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Normalize(Vector3 v) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = v; | 
			
		
		
	
		
			
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			    float length, ilength; | 
			
		
		
	
		
			
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			    length = Vector3Length(v); | 
			
		
		
	
		
			
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			    if (length == 0.0f) length = 1.0f; | 
			
		
		
	
	
		
			
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			@ -394,10 +394,22 @@ RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat) | 
			
		
		
	
		
			
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			    result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | 
			
		
		
	
		
			
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			    result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | 
			
		
		
	
		
			
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			    result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			}; | 
			
		
		
	
		
			
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			// Transform a vector by quaternion rotation | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { 0 }; | 
			
		
		
	
		
			
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			    result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); | 
			
		
		
	
		
			
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			    result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); | 
			
		
		
	
		
			
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			    result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Calculate linear interpolation between two vectors | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
	
		
			
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			@ -432,11 +444,11 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { 0 }; | 
			
		
		
	
		
			
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			    result.x = fminf(v1.x, v2.x); | 
			
		
		
	
		
			
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			    result.y = fminf(v1.y, v2.y); | 
			
		
		
	
		
			
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			    result.z = fminf(v1.z, v2.z); | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -444,11 +456,11 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { 0 }; | 
			
		
		
	
		
			
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			    result.x = fmaxf(v1.x, v2.x); | 
			
		
		
	
		
			
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			    result.y = fmaxf(v1.y, v2.y); | 
			
		
		
	
		
			
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			    result.z = fmaxf(v1.z, v2.z); | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -457,7 +469,7 @@ RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) | 
			
		
		
	
		
			
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			RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    //Vector v0 = b - a, v1 = c - a, v2 = p - a; | 
			
		
		
	
		
			
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			    Vector3 v0 = Vector3Subtract(b, a); | 
			
		
		
	
		
			
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			    Vector3 v1 = Vector3Subtract(c, a); | 
			
		
		
	
		
			
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			    Vector3 v2 = Vector3Subtract(p, a); | 
			
		
		
	
	
		
			
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			@ -466,15 +478,15 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) | 
			
		
		
	
		
			
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			    float d11 = Vector3DotProduct(v1, v1); | 
			
		
		
	
		
			
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			    float d20 = Vector3DotProduct(v2, v0); | 
			
		
		
	
		
			
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			    float d21 = Vector3DotProduct(v2, v1); | 
			
		
		
	
		
			
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			    float denom = d00*d11 - d01*d01; | 
			
		
		
	
		
			
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			    Vector3 result = { 0 }; | 
			
		
		
	
		
			
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			    result.y = (d11*d20 - d01*d21)/denom; | 
			
		
		
	
		
			
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			    result.z = (d00*d21 - d01*d20)/denom; | 
			
		
		
	
		
			
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			    result.x = 1.0f - (result.z + result.y); | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -598,7 +610,7 @@ RMDEF Matrix MatrixInvert(Matrix mat) | 
			
		
		
	
		
			
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			RMDEF Matrix MatrixNormalize(Matrix mat) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Matrix result = { 0 }; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    float det = MatrixDeterminant(mat); | 
			
		
		
	
		
			
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			    result.m0 = mat.m0/det; | 
			
		
		
	
	
		
			
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			@ -617,15 +629,15 @@ RMDEF Matrix MatrixNormalize(Matrix mat) | 
			
		
		
	
		
			
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			    result.m13 = mat.m13/det; | 
			
		
		
	
		
			
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			    result.m14 = mat.m14/det; | 
			
		
		
	
		
			
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			    result.m15 = mat.m15/det; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Returns identity matrix | 
			
		
		
	
		
			
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			RMDEF Matrix MatrixIdentity(void) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,  | 
			
		
		
	
		
			
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			                      0.0f, 1.0f, 0.0f, 0.0f,  | 
			
		
		
	
		
			
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			    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | 
			
		
		
	
		
			
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			                      0.0f, 1.0f, 0.0f, 0.0f, | 
			
		
		
	
		
			
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			                      0.0f, 0.0f, 1.0f, 0.0f, | 
			
		
		
	
		
			
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			                      0.0f, 0.0f, 0.0f, 1.0f }; | 
			
		
		
	
		
			
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			@ -685,9 +697,9 @@ RMDEF Matrix MatrixSubstract(Matrix left, Matrix right) | 
			
		
		
	
		
			
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			// Returns translation matrix | 
			
		
		
	
		
			
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			RMDEF Matrix MatrixTranslate(float x, float y, float z) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Matrix result = { 1.0f, 0.0f, 0.0f, x,  | 
			
		
		
	
		
			
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			                      0.0f, 1.0f, 0.0f, y,  | 
			
		
		
	
		
			
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			                      0.0f, 0.0f, 1.0f, z,  | 
			
		
		
	
		
			
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			    Matrix result = { 1.0f, 0.0f, 0.0f, x, | 
			
		
		
	
		
			
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			                      0.0f, 1.0f, 0.0f, y, | 
			
		
		
	
		
			
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			                      0.0f, 0.0f, 1.0f, z, | 
			
		
		
	
		
			
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			                      0.0f, 0.0f, 0.0f, 1.0f }; | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
	
		
			
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			@ -724,12 +736,12 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle) | 
			
		
		
	
		
			
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			    result.m5  = y*y*t + cosres; | 
			
		
		
	
		
			
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			    result.m6  = z*y*t + x*sinres; | 
			
		
		
	
		
			
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			    result.m7  = 0.0f; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    result.m8  = x*z*t + y*sinres; | 
			
		
		
	
		
			
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			 | 
			
			    result.m9  = y*z*t - x*sinres; | 
			
		
		
	
		
			
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			    result.m10 = z*z*t + cosres; | 
			
		
		
	
		
			
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			    result.m11 = 0.0f; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    result.m12 = 0.0f; | 
			
		
		
	
		
			
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			    result.m13 = 0.0f; | 
			
		
		
	
		
			
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			    result.m14 = 0.0f; | 
			
		
		
	
	
		
			
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			@ -789,9 +801,9 @@ RMDEF Matrix MatrixRotateZ(float angle) | 
			
		
		
	
		
			
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			// Returns scaling matrix | 
			
		
		
	
		
			
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			RMDEF Matrix MatrixScale(float x, float y, float z) | 
			
		
		
	
		
			
			 | 
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			{ | 
			
		
		
	
		
			
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			 | 
			
			    Matrix result = { x, 0.0f, 0.0f, 0.0f,  | 
			
		
		
	
		
			
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			 | 
			
			                      0.0f, y, 0.0f, 0.0f,  | 
			
		
		
	
		
			
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			 | 
			
			                      0.0f, 0.0f, z, 0.0f,  | 
			
		
		
	
		
			
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			 | 
			
			    Matrix result = { x, 0.0f, 0.0f, 0.0f, | 
			
		
		
	
		
			
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			 | 
			
			                      0.0f, y, 0.0f, 0.0f, | 
			
		
		
	
		
			
			 | 
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			 | 
			
			                      0.0f, 0.0f, z, 0.0f, | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			                      0.0f, 0.0f, 0.0f, 1.0f }; | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
	
		
			
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			 | 
			
			@ -859,11 +871,11 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, | 
			
		
		
	
		
			
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			 | 
			
			// NOTE: Angle should be provided in radians | 
			
		
		
	
		
			
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			 | 
			
			RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
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			 | 
			
			    double top = near*tan(fovy*0.5);  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    double top = near*tan(fovy*0.5); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    double right = top*aspect; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix result = MatrixFrustum(-right, right, -top, top, near, far); | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
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			    return result;  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
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			 | 
			
			// Returns orthographic projection matrix | 
			
		
		
	
	
		
			
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			 | 
			
			@ -906,7 +918,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    x = Vector3Normalize(x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 y = Vector3CrossProduct(z, x); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    y = Vector3Normalize(y); | 
			
		
		
	
		
			
			 | 
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			     | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
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			    result.m0 = x.x; | 
			
		
		
	
		
			
			 | 
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			 | 
			
			    result.m1 = x.y; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m2 = x.z; | 
			
		
		
	
	
		
			
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				 | 
			
			 | 
			
			@ -976,7 +988,7 @@ RMDEF float QuaternionLength(Quaternion q) | 
			
		
		
	
		
			
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			 | 
			
			 | 
			
			RMDEF Quaternion QuaternionNormalize(Quaternion q) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion result = { 0 }; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    float length, ilength; | 
			
		
		
	
		
			
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			 | 
			
			    length = QuaternionLength(q); | 
			
		
		
	
		
			
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			 | 
			
			    if (length == 0.0f) length = 1.0f; | 
			
		
		
	
	
		
			
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			 | 
			
			@ -986,7 +998,7 @@ RMDEF Quaternion QuaternionNormalize(Quaternion q) | 
			
		
		
	
		
			
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			 | 
			
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			    result.y = q.y*ilength; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.z = q.z*ilength; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.w = q.w*ilength; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
			 | 
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			 | 
			
			} | 
			
		
		
	
		
			
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			 | 
			
			@ -996,17 +1008,17 @@ RMDEF Quaternion QuaternionInvert(Quaternion q) | 
			
		
		
	
		
			
			 | 
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			 | 
			
			    Quaternion result = q; | 
			
		
		
	
		
			
			 | 
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			 | 
			
			    float length = QuaternionLength(q); | 
			
		
		
	
		
			
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			    float lengthSq = length*length; | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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			    if (lengthSq != 0.0) | 
			
		
		
	
		
			
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			 | 
			
			    { | 
			
		
		
	
		
			
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			        float i = 1.0f/lengthSq; | 
			
		
		
	
		
			
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			         | 
			
		
		
	
		
			
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			        result.x *= -i; | 
			
		
		
	
		
			
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			        result.y *= -i; | 
			
		
		
	
		
			
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			 | 
			
			        result.z *= -i; | 
			
		
		
	
		
			
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			 | 
			
			 | 
			
			        result.w *= i; | 
			
		
		
	
		
			
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			 | 
			
			    } | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
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			@ -1044,7 +1056,7 @@ RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion result = QuaternionLerp(q1, q2, amount); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result = QuaternionNormalize(result); | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
			 | 
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 | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
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 | 
			
		
		
	
	
		
			
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				 | 
			
			 | 
			
			@ -1096,13 +1108,13 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.y = cross.y; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.z = cross.y; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.w = 1.0f + cos2Theta;     // NOTE: Added QuaternioIdentity() | 
			
		
		
	
		
			
			 | 
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			     | 
			
		
		
	
		
			
			 | 
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 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Normalize to essentially nlerp the original and identity to 0.5 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result = QuaternionNormalize(result);     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result = QuaternionNormalize(result); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Above lines are equivalent to: | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); | 
			
		
		
	
		
			
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			     | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
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 | 
			
		
		
	
	
		
			
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			 | 
			
			@ -1172,7 +1184,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float x2 = x + x; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float y2 = y + y; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float z2 = z + z; | 
			
		
		
	
		
			
			 | 
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			     | 
			
		
		
	
		
			
			 | 
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 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float length = QuaternionLength(q); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float lengthSquared = length*length; | 
			
		
		
	
		
			
			 | 
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 | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -1204,7 +1216,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q) | 
			
		
		
	
		
			
			 | 
			 | 
			
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			    result.m13 = 0.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m14 = 0.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.m15 = 1.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
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			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
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			 | 
			
			
 | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
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			 | 
			
			@ -1219,7 +1231,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    angle *= 0.5f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    axis = Vector3Normalize(axis); | 
			
		
		
	
		
			
			 | 
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			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float sinres = sinf(angle); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float cosres = cosf(angle); | 
			
		
		
	
		
			
			 | 
			 | 
			
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 | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -1277,7 +1289,7 @@ RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				q.y = x0*y1*z0 + x1*y0*z1; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				q.z = x0*y0*z1 - x1*y1*z0; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				q.w = x0*y0*z0 + x1*y1*z1; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				return q; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -1300,9 +1312,9 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				// yaw (z-axis rotation) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				float z0 = 2.0f*(q.w*q.z + q.x*q.y); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);   | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
				result.z = atan2f(z0, z1)*RAD2DEG; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
	
		
			
				| 
				
				
				
					
						
					
				
				 | 
			
			 | 
			
			@ -1315,7 +1327,7 @@ RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return result; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
	
		
			
				| 
				
				
				
				 | 
			
			 | 
			
			
 |