make raymath compiling with msvc in c++ mode
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@ -227,21 +227,29 @@ 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) { return (Vector2){ 0.0f, 0.0f }; }
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RMDEF Vector2 Vector2Zero(void) {
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Vector2 tmp = {0.0f, 0.0f};
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return tmp;
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}
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// Vector with components value 1.0f
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RMDEF Vector2 Vector2One(void) { return (Vector2){ 1.0f, 1.0f }; }
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RMDEF Vector2 Vector2One(void) {
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Vector2 tmp = {1.0f, 1.0f};
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return tmp;
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}
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// Add two vectors (v1 + v2)
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RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
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{
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return (Vector2){ v1.x + v2.x, v1.y + v2.y };
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Vector2 tmp = { v1.x + v2.x, v1.y + v2.y };
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return tmp;
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}
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// Subtract two vectors (v1 - v2)
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RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
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{
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return (Vector2){ v1.x - v2.x, v1.y - v2.y };
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Vector2 tmp = { v1.x - v2.x, v1.y - v2.y };
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return tmp;
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}
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// Calculate vector length
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@ -289,7 +297,8 @@ RMDEF void Vector2Negate(Vector2 *v)
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// Divide vector by a float value
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RMDEF void Vector2Divide(Vector2 *v, float div)
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{
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*v = (Vector2){v->x/div, v->y/div};
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Vector2 tmp = {v->x/div, v->y/div};
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*v = tmp;
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}
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// Normalize provided vector
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@ -303,21 +312,29 @@ 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 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; }
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RMDEF Vector3 Vector3Zero(void) {
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Vector3 tmp = { 0.0f, 0.0f, 0.0f };
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return tmp;
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}
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// Vector with components value 1.0f
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RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; }
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RMDEF Vector3 Vector3One(void) {
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Vector3 tmp = { 1.0f, 1.0f, 1.0f };
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return tmp;
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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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return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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Vector3 tmp = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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return tmp;
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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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return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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Vector3 tmp = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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return tmp;
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}
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// Multiply vector by scalar
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@ -365,12 +382,14 @@ RMDEF Vector3 Vector3Perpendicular(Vector3 v)
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if (fabsf(v.y) < min)
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{
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min = fabsf(v.y);
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cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f};
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Vector3 tmp = {0.0f, 1.0f, 0.0f};
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cardinalAxis = tmp;
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}
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if (fabsf(v.z) < min)
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{
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cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f};
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Vector3 tmp = {0.0f, 0.0f, 1.0f};
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cardinalAxis = tmp;
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}
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result = Vector3CrossProduct(v, cardinalAxis);
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@ -1011,7 +1030,8 @@ RMDEF float *MatrixToFloat(Matrix mat)
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// Returns identity quaternion
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RMDEF Quaternion QuaternionIdentity(void)
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{
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return (Quaternion){ 0.0f, 0.0f, 0.0f, 1.0f };
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Quaternion q = { 0.0f, 0.0f, 0.0f, 1.0f };
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return q;
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}
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// Computes the length of a quaternion
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