Quaternions.
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@@ -23,6 +23,7 @@ void uluaPushVector2( lua_State *L, Vector2 vector );
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void uluaPushVector3( lua_State *L, Vector3 vector );
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void uluaPushVector4( lua_State *L, Vector4 vector );
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void uluaPushRectangle( lua_State *L, Rectangle rect );
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void uluaPushQuaternion( lua_State *L, Quaternion quaternion );
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void uluaPushMatrix( lua_State *L, Matrix matrix );
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void uluaPushRay( lua_State *L, Ray ray );
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void uluaPushRayCollision( lua_State *L, RayCollision rayCol );
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@@ -48,3 +48,26 @@ int lmathMatrixFrustum( lua_State *L );
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int lmathMatrixPerspective( lua_State *L );
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int lmathMatrixOrtho( lua_State *L );
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int lmathMatrixLookAt( lua_State *L );
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/* Quaternion. */
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int lmathQuaternionAdd( lua_State *L );
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int lmathQuaternionAddValue( lua_State *L );
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int lmathQuaternionSubtract( lua_State *L );
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int lmathQuaternionSubtractValue( lua_State *L );
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int lmathQuaternionIdentity( lua_State *L );
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int lmathQuaternionLength( lua_State *L );
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int lmathQuaternionNormalize( lua_State *L );
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int lmathQuaternionInvert( lua_State *L );
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int lmathQuaternionMultiply( lua_State *L );
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int lmathQuaternionScale( lua_State *L );
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int lmathQuaternionDivide( lua_State *L );
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int lmathQuaternionLerp( lua_State *L );
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int lmathQuaternionNlerp( lua_State *L );
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int lmathQuaternionSlerp( lua_State *L );
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int lmathQuaternionFromVector3ToVector3( lua_State *L );
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int lmathQuaternionFromMatrix( lua_State *L );
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int lmathQuaternionToMatrix( lua_State *L );
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int lmathQuaternionFromAxisAngle( lua_State *L );
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int lmathQuaternionToAxisAngle( lua_State *L );
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int lmathQuaternionFromEuler( lua_State *L );
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int lmathQuaternionToEuler( lua_State *L );
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int lmathQuaternionTransform( lua_State *L );
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