Golint
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5d5a0e708f
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29546140b9
19 changed files with 432 additions and 432 deletions
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@ -7,7 +7,7 @@ import (
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"github.com/gen2brain/raylib-go/raylib"
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)
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// Add two vectors
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// VectorAdd - Add two vectors
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func VectorAdd(v1, v2 raylib.Vector3) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -18,7 +18,7 @@ func VectorAdd(v1, v2 raylib.Vector3) raylib.Vector3 {
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return result
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}
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// Subtract two vectors
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// VectorSubtract - Subtract two vectors
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func VectorSubtract(v1, v2 raylib.Vector3) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -29,7 +29,7 @@ func VectorSubtract(v1, v2 raylib.Vector3) raylib.Vector3 {
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return result
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}
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// Calculate two vectors cross product
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// VectorCrossProduct - Calculate two vectors cross product
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func VectorCrossProduct(v1, v2 raylib.Vector3) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -40,7 +40,7 @@ func VectorCrossProduct(v1, v2 raylib.Vector3) raylib.Vector3 {
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return result
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}
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// Calculate one vector perpendicular vector
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// VectorPerpendicular - Calculate one vector perpendicular vector
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func VectorPerpendicular(v raylib.Vector3) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -61,31 +61,31 @@ func VectorPerpendicular(v raylib.Vector3) raylib.Vector3 {
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return result
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}
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// Calculate two vectors dot product
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// VectorDotProduct - Calculate two vectors dot product
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func VectorDotProduct(v1, v2 raylib.Vector3) float32 {
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return v1.X*v2.X + v1.Y*v2.Y + v1.Z*v2.Z
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}
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// Calculate vector length
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// VectorLength - Calculate vector length
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func VectorLength(v raylib.Vector3) float32 {
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return float32(math.Sqrt(float64(v.X*v.X + v.Y*v.Y + v.Z*v.Z)))
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}
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// Scale provided vector
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// VectorScale - Scale provided vector
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func VectorScale(v *raylib.Vector3, scale float32) {
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v.X *= scale
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v.Y *= scale
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v.Z *= scale
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}
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// Negate provided vector (invert direction)
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// VectorNegate - Negate provided vector (invert direction)
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func VectorNegate(v *raylib.Vector3) {
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v.X = -v.X
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v.Y = -v.Y
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v.Z = -v.Z
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}
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// Normalize provided vector
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// VectorNormalize - Normalize provided vector
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func VectorNormalize(v *raylib.Vector3) {
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var length, ilength float32
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@ -102,7 +102,7 @@ func VectorNormalize(v *raylib.Vector3) {
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v.Z *= ilength
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}
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// Calculate distance between two points
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// VectorDistance - Calculate distance between two points
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func VectorDistance(v1, v2 raylib.Vector3) float32 {
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var result float32
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@ -115,7 +115,7 @@ func VectorDistance(v1, v2 raylib.Vector3) float32 {
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return result
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}
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// Calculate linear interpolation between two vectors
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// VectorLerp - Calculate linear interpolation between two vectors
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func VectorLerp(v1, v2 raylib.Vector3, amount float32) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -126,7 +126,7 @@ func VectorLerp(v1, v2 raylib.Vector3, amount float32) raylib.Vector3 {
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return result
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}
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// Calculate reflected vector to normal
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// VectorReflect - Calculate reflected vector to normal
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func VectorReflect(vector, normal raylib.Vector3) raylib.Vector3 {
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// I is the original vector
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// N is the normal of the incident plane
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@ -143,7 +143,7 @@ func VectorReflect(vector, normal raylib.Vector3) raylib.Vector3 {
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return result
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}
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// Transforms a Vector3 by a given Matrix
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// VectorTransform - Transforms a Vector3 by a given Matrix
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func VectorTransform(v *raylib.Vector3, mat raylib.Matrix) {
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x := v.X
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y := v.Y
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@ -154,12 +154,12 @@ func VectorTransform(v *raylib.Vector3, mat raylib.Matrix) {
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v.Z = mat.M2*x + mat.M6*y + mat.M10*z + mat.M14
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}
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// Return a Vector3 init to zero
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// VectorZero - Return a Vector3 init to zero
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func VectorZero() raylib.Vector3 {
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return raylib.NewVector3(0.0, 0.0, 0.0)
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}
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// Return min value for each pair of components
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// VectorMin - Return min value for each pair of components
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func VectorMin(vec1, vec2 raylib.Vector3) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -170,7 +170,7 @@ func VectorMin(vec1, vec2 raylib.Vector3) raylib.Vector3 {
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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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// VectorMax - Return max value for each pair of components
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func VectorMax(vec1, vec2 raylib.Vector3) raylib.Vector3 {
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result := raylib.Vector3{}
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@ -181,7 +181,7 @@ func VectorMax(vec1, vec2 raylib.Vector3) raylib.Vector3 {
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return result
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}
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// Compute matrix determinant
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// MatrixDeterminant - Compute matrix determinant
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func MatrixDeterminant(mat raylib.Matrix) float32 {
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var result float32
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@ -212,12 +212,12 @@ func MatrixDeterminant(mat raylib.Matrix) float32 {
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return result
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}
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// Returns the trace of the matrix (sum of the values along the diagonal)
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// MatrixTrace - Returns the trace of the matrix (sum of the values along the diagonal)
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func MatrixTrace(mat raylib.Matrix) float32 {
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return mat.M0 + mat.M5 + mat.M10 + mat.M15
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}
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// Transposes provided matrix
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// MatrixTranspose - Transposes provided matrix
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func MatrixTranspose(mat *raylib.Matrix) {
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var temp raylib.Matrix
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@ -241,7 +241,7 @@ func MatrixTranspose(mat *raylib.Matrix) {
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mat = &temp
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}
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// Invert provided matrix
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// MatrixInvert - Invert provided matrix
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func MatrixInvert(mat *raylib.Matrix) {
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var temp raylib.Matrix
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@ -298,7 +298,7 @@ func MatrixInvert(mat *raylib.Matrix) {
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mat = &temp
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}
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// Normalize provided matrix
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// MatrixNormalize - Normalize provided matrix
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func MatrixNormalize(mat *raylib.Matrix) {
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det := MatrixDeterminant(*mat)
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@ -320,7 +320,7 @@ func MatrixNormalize(mat *raylib.Matrix) {
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mat.M15 /= det
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}
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// Returns identity matrix
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// MatrixIdentity - Returns identity matrix
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func MatrixIdentity() raylib.Matrix {
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return raylib.NewMatrix(
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1.0, 0.0, 0.0, 0.0,
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@ -329,7 +329,7 @@ func MatrixIdentity() raylib.Matrix {
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0.0, 0.0, 0.0, 1.0)
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}
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// Add two matrices
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// MatrixAdd - Add two matrices
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func MatrixAdd(left, right raylib.Matrix) raylib.Matrix {
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result := MatrixIdentity()
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@ -353,7 +353,7 @@ func MatrixAdd(left, right raylib.Matrix) raylib.Matrix {
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return result
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}
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// Subtract two matrices (left - right)
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// MatrixSubtract - Subtract two matrices (left - right)
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func MatrixSubtract(left, right raylib.Matrix) raylib.Matrix {
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result := MatrixIdentity()
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@ -377,7 +377,7 @@ func MatrixSubtract(left, right raylib.Matrix) raylib.Matrix {
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return result
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}
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// Returns translation matrix
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// MatrixTranslate - Returns translation matrix
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func MatrixTranslate(x, y, z float32) raylib.Matrix {
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return raylib.NewMatrix(
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1.0, 0.0, 0.0, 0.0,
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@ -386,7 +386,7 @@ func MatrixTranslate(x, y, z float32) raylib.Matrix {
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x, y, z, 1.0)
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}
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// Returns rotation matrix for an angle around an specified axis (angle in radians)
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// MatrixRotate - Returns rotation matrix for an angle around an specified axis (angle in radians)
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func MatrixRotate(axis raylib.Vector3, angle float32) raylib.Matrix {
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var result raylib.Matrix
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@ -455,7 +455,7 @@ func MatrixRotate(axis raylib.Vector3, angle float32) raylib.Matrix {
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return result
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}
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// Returns x-rotation matrix (angle in radians)
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// MatrixRotateX - Returns x-rotation matrix (angle in radians)
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func MatrixRotateX(angle float32) raylib.Matrix {
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result := MatrixIdentity()
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@ -470,7 +470,7 @@ func MatrixRotateX(angle float32) raylib.Matrix {
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return result
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}
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// Returns y-rotation matrix (angle in radians)
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// MatrixRotateY - Returns y-rotation matrix (angle in radians)
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func MatrixRotateY(angle float32) raylib.Matrix {
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result := MatrixIdentity()
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@ -485,7 +485,7 @@ func MatrixRotateY(angle float32) raylib.Matrix {
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return result
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}
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// Returns z-rotation matrix (angle in radians)
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// MatrixRotateZ - Returns z-rotation matrix (angle in radians)
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func MatrixRotateZ(angle float32) raylib.Matrix {
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result := MatrixIdentity()
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return result
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}
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// Returns scaling matrix
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// MatrixScale - Returns scaling matrix
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func MatrixScale(x, y, z float32) raylib.Matrix {
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result := raylib.NewMatrix(
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x, 0.0, 0.0, 0.0,
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@ -511,7 +511,7 @@ func MatrixScale(x, y, z float32) raylib.Matrix {
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return result
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}
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// Returns two matrix multiplication
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// MatrixMultiply - Returns two matrix multiplication
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func MatrixMultiply(left, right raylib.Matrix) raylib.Matrix {
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var result raylib.Matrix
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return result
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}
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// Returns perspective projection matrix
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// MatrixFrustum - Returns perspective projection matrix
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func MatrixFrustum(left, right, bottom, top, near, far float32) raylib.Matrix {
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var result raylib.Matrix
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return result
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}
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// Returns perspective projection matrix
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// MatrixPerspective - Returns perspective projection matrix
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func MatrixPerspective(fovy, aspect, near, far float32) raylib.Matrix {
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top := near * float32(math.Tan(float64(fovy*raylib.Pi)/360.0))
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right := top * aspect
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return MatrixFrustum(-right, right, -top, top, near, far)
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}
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// Returns orthographic projection matrix
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// MatrixOrtho - Returns orthographic projection matrix
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func MatrixOrtho(left, right, bottom, top, near, far float32) raylib.Matrix {
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var result raylib.Matrix
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return result
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}
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// Returns camera look-at matrix (view matrix)
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// MatrixLookAt - Returns camera look-at matrix (view matrix)
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func MatrixLookAt(eye, target, up raylib.Vector3) raylib.Matrix {
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var result raylib.Matrix
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@ -633,12 +633,12 @@ func MatrixLookAt(eye, target, up raylib.Vector3) raylib.Matrix {
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return result
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}
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// Compute the length of a quaternion
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// QuaternionLength - Compute the length of a quaternion
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func QuaternionLength(quat raylib.Quaternion) float32 {
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return float32(math.Sqrt(float64(quat.X*quat.X + quat.Y*quat.Y + quat.Z*quat.Z + quat.W*quat.W)))
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}
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// Normalize provided quaternion
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// QuaternionNormalize - Normalize provided quaternion
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func QuaternionNormalize(q *raylib.Quaternion) {
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var length, ilength float32
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q.W *= ilength
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}
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// Invert provided quaternion
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// QuaternionInvert - Invert provided quaternion
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func QuaternionInvert(quat *raylib.Quaternion) {
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length := QuaternionLength(*quat)
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lengthSq := length * length
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}
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}
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// Calculate two quaternion multiplication
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// QuaternionMultiply - Calculate two quaternion multiplication
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func QuaternionMultiply(q1, q2 raylib.Quaternion) raylib.Quaternion {
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var result raylib.Quaternion
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return result
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}
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// Calculates spherical linear interpolation between two quaternions
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// QuaternionSlerp - Calculates spherical linear interpolation between two quaternions
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func QuaternionSlerp(q1, q2 raylib.Quaternion, amount float32) raylib.Quaternion {
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var result raylib.Quaternion
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return result
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}
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// Returns a quaternion for a given rotation matrix
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// QuaternionFromMatrix - Returns a quaternion for a given rotation matrix
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func QuaternionFromMatrix(matrix raylib.Matrix) raylib.Quaternion {
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var result raylib.Quaternion
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return result
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}
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// Returns a matrix for a given quaternion
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// QuaternionToMatrix - Returns a matrix for a given quaternion
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func QuaternionToMatrix(q raylib.Quaternion) raylib.Matrix {
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var result raylib.Matrix
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@ -817,7 +817,7 @@ func QuaternionToMatrix(q raylib.Quaternion) raylib.Matrix {
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return result
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}
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// Returns rotation quaternion for an angle and axis
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// QuaternionFromAxisAngle - Returns rotation quaternion for an angle and axis
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func QuaternionFromAxisAngle(axis raylib.Vector3, angle float32) raylib.Quaternion {
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result := raylib.NewQuaternion(0.0, 0.0, 0.0, 1.0)
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return result
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}
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// Returns the rotation angle and axis for a given quaternion
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// QuaternionToAxisAngle - Returns the rotation angle and axis for a given quaternion
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func QuaternionToAxisAngle(q raylib.Quaternion, outAxis *raylib.Vector3, outAngle *float32) {
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if math.Abs(float64(q.W)) > 1.0 {
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QuaternionNormalize(&q)
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*outAngle = resAngle
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}
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// Transform a quaternion given a transformation matrix
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// QuaternionTransform - Transform a quaternion given a transformation matrix
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func QuaternionTransform(q *raylib.Quaternion, mat raylib.Matrix) {
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x := q.X
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y := q.Y
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