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Added bounding box calculation
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@@ -126,6 +126,8 @@ RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate lin
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RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
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RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
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RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
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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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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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@@ -361,6 +363,30 @@ RMDEF Vector3 VectorZero(void)
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return zero;
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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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{
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Vector3 result;
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result.x = fminf(vec1.x, vec2.x);
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result.y = fminf(vec1.y, vec2.y);
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result.z = fminf(vec1.z, vec2.z);
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return result;
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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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{
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Vector3 result;
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result.x = fmaxf(vec1.x, vec2.x);
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result.y = fmaxf(vec1.y, vec2.y);
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result.z = fmaxf(vec1.z, vec2.z);
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return result;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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