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Remove trailing spaces
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@ -164,7 +164,7 @@ RMDEF float Normalize(float value, float start, float end)
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}
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// Remap input value within input range to output range
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RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
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RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
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{
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return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart;
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}
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@ -325,14 +325,14 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
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float dx = target.x - v.x;
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float dy = target.y - v.y;
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float value = (dx*dx) + (dy*dy);
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if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target;
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float dist = sqrtf(value);
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result.x = v.x + dx/dist*maxDistance;
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result.y = v.y + dy/dist*maxDistance;
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return result;
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}
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@ -970,14 +970,14 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
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}
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// Returns zyx-rotation matrix (angles in radians)
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// TODO: This solution is suboptimal, it should be possible to create this matrix in one go
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// TODO: This solution is suboptimal, it should be possible to create this matrix in one go
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// instead of using a 3 matrix multiplication
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RMDEF Matrix MatrixRotateZYX(Vector3 ang)
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{
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Matrix result = MatrixRotateZ(ang.z);
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result = MatrixMultiply(result, MatrixRotateY(ang.y));
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result = MatrixMultiply(result, MatrixRotateX(ang.x));
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return result;
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}
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@ -1329,16 +1329,16 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
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{
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Quaternion result = { 0 };
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if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
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{
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float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2;
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result.x = 0.25f*s;
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result.y = (mat.m4 + mat.m1)/s;
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result.z = (mat.m2 + mat.m8)/s;
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result.w = (mat.m9 - mat.m6)/s;
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}
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}
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else if (mat.m5 > mat.m10)
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{
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float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2;
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@ -1346,7 +1346,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
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result.y = 0.25f*s;
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result.z = (mat.m9 + mat.m6)/s;
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result.w = (mat.m2 - mat.m8)/s;
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}
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}
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else
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{
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float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
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@ -1355,7 +1355,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
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result.z = 0.25f*s;
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result.w = (mat.m4 - mat.m1)/s;
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}
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return result;
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}
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@ -1363,20 +1363,20 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
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RMDEF Matrix QuaternionToMatrix(Quaternion q)
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{
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Matrix result = MatrixIdentity();
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float a2 = 2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w);
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float ab = 2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z);
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float ad = 2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w);
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result.m0 = 1 - b2 - c2;
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result.m1 = ab - cd;
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result.m2 = ac + bd;
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result.m4 = ab + cd;
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result.m5 = 1 - a2 - c2;
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result.m6 = bc - ad;
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result.m8 = ac - bd;
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result.m9 = bc + ad;
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result.m10 = 1 - a2 - b2;
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