Update raymath.h
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1 changed files with 7 additions and 9 deletions
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@ -447,8 +447,7 @@ RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
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return result;
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return result;
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}
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}
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// Clamp the magnitude of the vector between two
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// Clamp the magnitude of the vector between two min and max values
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// given min and max values
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RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
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RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
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{
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{
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Vector2 result = { 0 };
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Vector2 result = { 0 };
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@ -942,9 +941,8 @@ RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
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return result;
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return result;
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}
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}
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// Clamp the magnitude of the vector between two
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// Clamp the magnitude of the vector between two values
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// given min and max values
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RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
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RMAPI Vector3 Vector3ClampValue(Vector3 v, float minMag, float maxMag)
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{
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{
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Vector3 result = { 0 };
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Vector3 result = { 0 };
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@ -953,16 +951,16 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float minMag, float maxMag)
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{
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{
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length = sqrtf(length);
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length = sqrtf(length);
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if (length < minMag)
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if (length < min)
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{
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{
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float scale = minMag/length;
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float scale = min/length;
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result.x = v.x*scale;
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result.x = v.x*scale;
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result.y = v.y*scale;
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result.y = v.y*scale;
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result.z = v.z*scale;
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result.z = v.z*scale;
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}
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}
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else if (length > maxMag)
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else if (length > max)
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{
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{
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float scale = maxMag/length;
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float scale = max/length;
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result.x = v.x*scale;
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result.x = v.x*scale;
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result.y = v.y*scale;
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result.y = v.y*scale;
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result.z = v.z*scale;
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result.z = v.z*scale;
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