New math functions.
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151
API.md
151
API.md
@@ -4726,6 +4726,24 @@ Remap input value within input range to output range
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---
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> result = RL_Wrap( float value, float min, float max )
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Wrap input value from min to max
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- Failure return false
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- Success return float
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---
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> result = RL_FloatEquals( float x, float y )
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Check whether two given floats are almost equal
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- Failure return false
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- Success return int
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---
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## Math - Vector2
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---
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@@ -4818,6 +4836,15 @@ Calculate distance between two vectors
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---
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> result = RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 )
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Calculate square distance between two vectors
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- Failure return false
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- Success return float
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---
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> result = RL_Vector2Angle( Vector2 v1, Vector2 v2 )
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Calculate angle from two vectors
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@@ -4872,6 +4899,15 @@ Normalize provided vector
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---
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> result = RL_Vector2Transform( Vector2 v, Matrix mat )
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Transforms a Vector2 by a given Matrix
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
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Calculate linear interpolation between two vectors
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@@ -4908,6 +4944,43 @@ Move Vector towards target
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---
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> result = RL_Vector2Invert( Vector2 v )
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Invert the given vector
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )
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Clamp the components of the vector between
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min and max values specified by the given vectors
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2ClampValue( Vector2 v, float min, float max )
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Clamp the magnitude of the vector between two min and max values
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Equals( Vector2 v1, Vector2 v2 )
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Check whether two given vectors are almost equal
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- Failure return false
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- Success return int
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---
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## Math - Vector 3
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---
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@@ -5036,6 +5109,15 @@ Calculate distance between two vectors
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---
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> result = RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 )
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Calculate square distance between two vectors
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- Failure return false
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- Success return float
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---
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> result = RL_Vector3Angle( Vector3 v1, Vector3 v2 )
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Calculate angle between two vectors
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@@ -5100,6 +5182,15 @@ Transform a vector by quaternion rotation
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---
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> result = RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )
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Rotates a vector around an axis
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
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Calculate linear interpolation between two vectors
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@@ -5156,6 +5247,57 @@ NOTE: We are avoiding calling other raymath functions despite available
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---
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> result = RL_Vector3Invert( Vector3 v )
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Invert the given vector
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )
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Clamp the components of the vector between
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min and max values specified by the given vectors
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3ClampValue( Vector3 v, float min, float max )
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Clamp the magnitude of the vector between two values
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Equals( Vector3 v1, Vector3 v2 )
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Check whether two given vectors are almost equal
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- Failure return false
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- Success return int
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---
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> result = RL_Vector3Refract( Vector3 v, Vector3 n, float r )
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Compute the direction of a refracted ray where v specifies the
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normalized direction of the incoming ray, n specifies the
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normalized normal vector of the interface of two optical media,
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and r specifies the ratio of the refractive index of the medium
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from where the ray comes to the refractive index of the medium
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on the other side of the surface
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- Failure return false
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- Success return Vector3
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---
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## Math - Matrix
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---
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@@ -5543,6 +5685,15 @@ Transform a quaternion given a transformation matrix
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---
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> result = RL_QuaternionEquals( Quaternion q1, Quaternion q2 )
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Check whether two given quaternions are almost equal
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- Failure return false
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- Success return int
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---
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## Gui - Global
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---
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