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Moved QuaternionNlerp() function
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@@ -191,8 +191,8 @@ RMDEF void QuaternionNormalize(Quaternion *q); // Normalize pro
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RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion
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RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
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RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions
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RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions
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RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions
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RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions
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RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another
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RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
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RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
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@@ -1083,6 +1083,15 @@ RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
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return result;
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}
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// Calculate slerp-optimized interpolation between two quaternions
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RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
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{
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Quaternion result = QuaternionLerp(q1, q2, amount);
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QuaternionNormalize(&result);
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return result;
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}
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// Calculates spherical linear interpolation between two quaternions
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RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
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{
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@@ -1119,15 +1128,6 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
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return result;
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}
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// Calculate slerp-optimized interpolation between two quaternions
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RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
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{
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Quaternion result = QuaternionLerp(q1, q2, amount);
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QuaternionNormalize(&result);
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return result;
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}
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// Calculate quaternion based on the rotation from one vector to another
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RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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{
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