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@@ -4071,6 +4071,210 @@ Get camera look-at matrix ( View matrix ) --- +## Math - Quaternion + +--- + +> result = RL_QuaternionAdd( Quaternion q1, Quaternion q2 ) + +Add two quaternions + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionAddValue( Quaternion q, float add ) + +Add quaternion and float value + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionSubtract( Quaternion q1, Quaternion q2 ) + +Subtract two quaternions + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionSubtractValue( Quaternion q, float sub ) + +Subtract quaternion and float value + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionIdentity() + +Get identity quaternion + +- Success return Quaternion + +--- + +> result = RL_QuaternionLength( Quaternion q ) + +Computes the length of a quaternion + +- Failure return false +- Success return float + +--- + +> result = RL_QuaternionNormalize( Quaternion q ) + +Normalize provided quaternion + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionInvert( Quaternion q ) + +Invert provided quaternion + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionMultiply( Quaternion q1, Quaternion q2 ) + +Calculate two quaternion multiplication + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionScale( Quaternion q, float mul ) + +Scale quaternion by float value + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionDivide( Quaternion q1, Quaternion q2 ) + +Divide two quaternions + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionLerp( Quaternion q1, Quaternion q2, float amount ) + +Calculate linear interpolation between two quaternions + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionNlerp( Quaternion q1, Quaternion q2, float amount ) + +Calculate slerp-optimized interpolation between two quaternions + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionSlerp( Quaternion q1, Quaternion q2, float amount ) + +Calculates spherical linear interpolation between two quaternions + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionFromVector3ToVector3( Vector3 from, Vector3 to ) + +Calculate quaternion based on the rotation from one vector to another + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionFromMatrix( Matrix mat ) + +Get a quaternion for a given rotation matrix + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionToMatrix( Quaternion q ) + +Get a quaternion for a given rotation matrix + +- Failure return false +- Success return Matrix + +--- + +> result = RL_QuaternionFromAxisAngle( Vector3 axis, float angle ) + +Get rotation quaternion for an angle and axis +NOTE: angle must be provided in radians + +- Failure return false +- Success return Quaternion + +--- + +> axis, angle = RL_QuaternionToAxisAngle( Quaternion q ) + +Get the rotation angle and axis for a given quaternion + +- Failure return false +- Success return Vector3, float + +--- + +> result = RL_QuaternionFromEuler( float pitch, float yaw, float roll ) + +Get the quaternion equivalent to Euler angles +NOTE: Rotation order is ZYX + +- Failure return false +- Success return Quaternion + +--- + +> result = RL_QuaternionToEuler( Quaternion q ) + +Get the Euler angles equivalent to quaternion (roll, pitch, yaw) +NOTE: Angles are returned in a Vector3 struct in radians + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_QuaternionTransform( Quaternion q, Matrix mat ) + +Transform a quaternion given a transformation matrix + +- Failure return false +- Success return Quaternion + +--- + ## Gui - Global --- |
