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Remove redundant axis length calculation (#3900)
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@@ -2338,8 +2338,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
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float ilength = 0.0f;
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// Vector3Normalize(axis)
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Vector3 v = axis;
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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length = axisLength;
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if (length == 0.0f) length = 1.0f;
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ilength = 1.0f/length;
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axis.x *= ilength;
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