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Some tweaks raymath related
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@@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raymath v1.0 - Math functions to work with Vector3, Matrix and Quaternions
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* raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions
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*
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* CONFIGURATION:
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*
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@@ -19,7 +19,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@@ -405,7 +405,6 @@ RMDEF void VectorNormalize(Vector3 *v)
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}
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// Transforms a Vector3 by a given Matrix
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// TODO: Review math (matrix transpose required?)
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RMDEF void VectorTransform(Vector3 *v, Matrix mat)
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{
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float x = v->x;
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@@ -415,13 +414,6 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat)
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v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
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v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
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v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
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// TODO: Transposed matrix (?)
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/*
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v->x = mat.m0*x + mat.m1*y + mat.m2*z + mat.m3;
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v->y = mat.m4*x + mat.m5*y + mat.m6*z + mat.m7;
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v->z = mat.m8*x + mat.m9*y + mat.m10*z + mat.m11;
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*/
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};
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// Calculate linear interpolation between two vectors
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