raymath module review and other changes
Complete review of matrix rotation math Check compressed textures support WIP: LoadImageFromData()
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8 changed files with 417 additions and 411 deletions
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@ -107,15 +107,11 @@ Matrix MatrixIdentity(void); // Returns identity matr
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Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
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Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
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Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
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Matrix MatrixRotate(float axisX, float axisY, float axisZ); // Returns rotation matrix
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Matrix MatrixFromAxisAngle(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis
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Matrix MatrixFromAxisAngle2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation)
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Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion
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Matrix MatrixRotate(float angle, Vector3 axis); // Returns rotation matrix for an angle around an specified axis (angle in radians)
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Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
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Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
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Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
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Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix
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Matrix MatrixTransform(Vector3 translation, Vector3 rotation, Vector3 scale); // Returns transformation matrix for a given translation, rotation and scale
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Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication
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Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix
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Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
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@ -126,14 +122,14 @@ void PrintMatrix(Matrix m); // Print matrix utility
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Quaternions
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//------------------------------------------------------------------------------------
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float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion
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float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
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void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
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Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
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Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
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Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix
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Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis
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Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion
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void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion
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Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
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Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
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Quaternion QuaternionFromAxisAngle(float angle, Vector3 axis); // Returns rotation quaternion for an angle and axis
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void QuaternionToAxisAngle(Quaternion q, float *outAngle, Vector3 *outAxis); // Returns the rotation angle and axis for a given quaternion
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void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
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#ifdef __cplusplus
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