Fix some typos in raymath.h
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1 changed files with 5 additions and 5 deletions
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@ -124,7 +124,7 @@ RMDEF Vector2 Vector2Zero(void); // Vector with c
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RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f
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RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2)
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RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2)
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RMDEF float Vector2Lenght(Vector2 v); // Calculate vector lenght
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RMDEF float Vector2Lenght(Vector2 v); // Calculate vector length
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RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product
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RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors
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RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis
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@ -142,7 +142,7 @@ RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vecto
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RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
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RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
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RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
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RMDEF float VectorLength(const Vector3 v); // Calculate vector lenght
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RMDEF float VectorLength(const Vector3 v); // Calculate vector length
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RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
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RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
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RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector
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@ -236,8 +236,8 @@ RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
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return (Vector2){ v1.x - v2.x, v1.y - v2.y };
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}
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// Calculate vector lenght
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RMDEF float Vector2Lenght(Vector2 v)
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// Calculate vector length
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RMDEF float Vector2Length(Vector2 v)
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{
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return sqrtf((v.x*v.x) + (v.y*v.y));
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}
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@ -348,7 +348,7 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
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return result;
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}
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// Calculate vector lenght
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// Calculate vector length
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RMDEF float VectorLength(const Vector3 v)
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{
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return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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