Renamed Vector*() functions to Vector3*()
For consistency!
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src/raymath.h
125
src/raymath.h
@ -136,25 +136,26 @@ RMDEF void Vector2Normalize(Vector2 *v); // Normalize pro
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Vector3
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//------------------------------------------------------------------------------------
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RMDEF Vector3 VectorZero(void); // Vector with components value 0.0f
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RMDEF Vector3 VectorOne(void); // Vector with components value 1.0f
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RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors
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RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
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RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
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RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
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RMDEF float VectorLength(const Vector3 v); // Calculate vector length
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RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
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RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
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RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector
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RMDEF void VectorNegate(Vector3 *v); // Negate provided vector (invert direction)
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RMDEF void VectorNormalize(Vector3 *v); // Normalize provided vector
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RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
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RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
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RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
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RMDEF float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
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RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f
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RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f
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RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors
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RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar
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RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors
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RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
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RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector
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RMDEF float Vector3Length(const Vector3 v); // Calculate vector length
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RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
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RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points
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RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector
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RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction)
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RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector
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RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
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RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
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RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
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RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
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RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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@ -297,25 +298,35 @@ RMDEF void Vector2Normalize(Vector2 *v)
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0f
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RMDEF Vector3 VectorZero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; }
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RMDEF Vector3 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; }
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// Vector with components value 1.0f
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RMDEF Vector3 VectorOne(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; }
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RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; }
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// Add two vectors
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RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2)
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RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
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{
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return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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}
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// Substract two vectors
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RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
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RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
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{
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return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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}
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// Multiply vector by scalar
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RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar)
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{
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v.x *= scalar;
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v.y *= scalar;
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v.z *= scalar;
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return v;
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}
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// Calculate two vectors cross product
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RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2)
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RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
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{
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Vector3 result;
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@ -327,7 +338,7 @@ RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2)
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}
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// Calculate one vector perpendicular vector
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RMDEF Vector3 VectorPerpendicular(Vector3 v)
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RMDEF Vector3 Vector3Perpendicular(Vector3 v)
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{
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Vector3 result;
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@ -345,25 +356,25 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
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cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f};
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}
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result = VectorCrossProduct(v, cardinalAxis);
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result = Vector3CrossProduct(v, cardinalAxis);
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return result;
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}
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// Calculate vector length
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RMDEF float VectorLength(const Vector3 v)
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RMDEF float Vector3Length(const Vector3 v)
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{
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return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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}
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// Calculate two vectors dot product
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RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2)
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RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2)
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{
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return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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}
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// Calculate distance between two vectors
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RMDEF float VectorDistance(Vector3 v1, Vector3 v2)
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RMDEF float Vector3Distance(Vector3 v1, Vector3 v2)
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{
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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@ -373,7 +384,7 @@ RMDEF float VectorDistance(Vector3 v1, Vector3 v2)
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}
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// Scale provided vector
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RMDEF void VectorScale(Vector3 *v, float scale)
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RMDEF void Vector3Scale(Vector3 *v, float scale)
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{
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v->x *= scale;
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v->y *= scale;
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@ -381,7 +392,7 @@ RMDEF void VectorScale(Vector3 *v, float scale)
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}
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// Negate provided vector (invert direction)
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RMDEF void VectorNegate(Vector3 *v)
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RMDEF void Vector3Negate(Vector3 *v)
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{
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v->x = -v->x;
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v->y = -v->y;
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@ -389,11 +400,11 @@ RMDEF void VectorNegate(Vector3 *v)
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}
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// Normalize provided vector
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RMDEF void VectorNormalize(Vector3 *v)
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RMDEF void Vector3Normalize(Vector3 *v)
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{
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float length, ilength;
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length = VectorLength(*v);
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length = Vector3Length(*v);
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if (length == 0.0f) length = 1.0f;
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@ -405,7 +416,7 @@ RMDEF void VectorNormalize(Vector3 *v)
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}
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// Transforms a Vector3 by a given Matrix
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RMDEF void VectorTransform(Vector3 *v, Matrix mat)
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RMDEF void Vector3Transform(Vector3 *v, Matrix mat)
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{
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float x = v->x;
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float y = v->y;
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@ -417,7 +428,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat)
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};
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// Calculate linear interpolation between two vectors
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RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount)
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RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
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{
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Vector3 result;
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@ -429,7 +440,7 @@ RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount)
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}
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// Calculate reflected vector to normal
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RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
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RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal)
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{
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// I is the original vector
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// N is the normal of the incident plane
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@ -437,7 +448,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
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Vector3 result;
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float dotProduct = VectorDotProduct(vector, normal);
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float dotProduct = Vector3DotProduct(vector, normal);
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result.x = vector.x - (2.0f*normal.x)*dotProduct;
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result.y = vector.y - (2.0f*normal.y)*dotProduct;
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@ -447,7 +458,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
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}
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// Return min value for each pair of components
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2)
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RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2)
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{
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Vector3 result;
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@ -459,7 +470,7 @@ RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2)
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}
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// Return max value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
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RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2)
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{
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Vector3 result;
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@ -472,18 +483,18 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
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// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
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// NOTE: Assumes P is on the plane of the triangle
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RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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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 = VectorSubtract(b, a);
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Vector3 v1 = VectorSubtract(c, a);
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Vector3 v2 = VectorSubtract(p, a);
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float d00 = VectorDotProduct(v0, v0);
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float d01 = VectorDotProduct(v0, v1);
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float d11 = VectorDotProduct(v1, v1);
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float d20 = VectorDotProduct(v2, v0);
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float d21 = VectorDotProduct(v2, v1);
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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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float d00 = Vector3DotProduct(v0, v0);
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float d01 = Vector3DotProduct(v0, v1);
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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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@ -497,7 +508,7 @@ RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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}
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// Returns Vector3 as float array
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RMDEF float *VectorToFloat(Vector3 vec)
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RMDEF float *Vector3ToFloat(Vector3 vec)
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{
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static float buffer[3];
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@ -922,12 +933,12 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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{
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Matrix result;
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Vector3 z = VectorSubtract(eye, target);
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VectorNormalize(&z);
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Vector3 x = VectorCrossProduct(up, z);
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VectorNormalize(&x);
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Vector3 y = VectorCrossProduct(z, x);
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VectorNormalize(&y);
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Vector3 z = Vector3Subtract(eye, target);
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Vector3Normalize(&z);
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Vector3 x = Vector3CrossProduct(up, z);
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Vector3Normalize(&x);
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Vector3 y = Vector3CrossProduct(z, x);
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Vector3Normalize(&y);
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result.m0 = x.x;
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result.m1 = x.y;
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@ -1176,11 +1187,11 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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{
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Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
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if (VectorLength(axis) != 0.0f)
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if (Vector3Length(axis) != 0.0f)
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angle *= 0.5f;
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VectorNormalize(&axis);
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Vector3Normalize(&axis);
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float sinres = sinf(angle);
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float cosres = cosf(angle);
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