simplify QuaternionInvert (#2324)
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@ -282,7 +282,7 @@ RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
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{
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float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x);
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return result;
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}
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@ -549,12 +549,12 @@ RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
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RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
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{
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float result = 0.0f;
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Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
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float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
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float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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result = atan2f(len, dot);
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return result;
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}
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@ -1490,8 +1490,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
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{
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Quaternion result = q;
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
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float lengthSq = length*length;
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float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
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if (lengthSq != 0.0)
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{
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