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			@ -1461,24 +1461,24 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle | 
			
		
		
	
		
			
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			    *outAngle = resAngle; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Returns he quaternion equivalent to Euler angles | 
			
		
		
	
		
			
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			// Returns the quaternion equivalent to Euler angles | 
			
		
		
	
		
			
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			// NOTE: Rotation order is ZYX | 
			
		
		
	
		
			
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			RMDEF Quaternion QuaternionFromEuler(float yaw, float pitch, float roll) | 
			
		
		
	
		
			
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			RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Quaternion q = { 0 }; | 
			
		
		
	
		
			
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			    float cy = cosf(yaw*0.5f); | 
			
		
		
	
		
			
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			    float sy = sinf(yaw*0.5f); | 
			
		
		
	
		
			
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			    float cp = cosf(pitch*0.5f); | 
			
		
		
	
		
			
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			    float sp = sinf(pitch*0.5f); | 
			
		
		
	
		
			
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			    float cr = cosf(roll*0.5f); | 
			
		
		
	
		
			
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			    float sr = sinf(roll*0.5f); | 
			
		
		
	
		
			
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			    q.x = sr*cp*cy - cr*sp*sy; | 
			
		
		
	
		
			
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			    q.y = cr*sp*cy + sr*cp*sy; | 
			
		
		
	
		
			
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			    q.z = cr*cp*sy - sr*sp*cy; | 
			
		
		
	
		
			
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			    q.w = cr*cp*cy + sr*sp*sy; | 
			
		
		
	
		
			
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			    float x0 = cosf(pitch*0.5f); | 
			
		
		
	
		
			
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			    float x1 = sinf(pitch*0.5f); | 
			
		
		
	
		
			
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			    float y0 = cosf(yaw*0.5f); | 
			
		
		
	
		
			
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			    float y1 = sinf(yaw*0.5f); | 
			
		
		
	
		
			
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			    float z0 = cosf(roll*0.5f); | 
			
		
		
	
		
			
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			    float z1 = sinf(roll*0.5f); | 
			
		
		
	
		
			
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			    q.x = x1*y0*z0 - x0*y1*z1; | 
			
		
		
	
		
			
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			    q.y = x0*y1*z0 + x1*y0*z1; | 
			
		
		
	
		
			
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			    q.z = x0*y0*z1 - x1*y1*z0; | 
			
		
		
	
		
			
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			    q.w = x0*y0*z0 + x1*y1*z1; | 
			
		
		
	
		
			
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			    return q; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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