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Update raymath.h
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@ -2363,13 +2363,13 @@ RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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{
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Quaternion result = { 0 };
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float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
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float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
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Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
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result.x = cross.x;
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result.y = cross.y;
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result.z = cross.z;
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result.w = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta; // sqrtf(Vector3DotProduct(cross, cross) + cos2Theta * cos2Theta) + cos2Theta
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result.w = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z + cos2Theta*cos2Theta) + cos2Theta;
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// QuaternionNormalize(q);
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// NOTE: Normalize to essentially nlerp the original and identity to 0.5
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