Apply naming to Quaternion functions
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@ -1069,28 +1069,28 @@ RMDEF float16 MatrixToFloatV(Matrix mat)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Add two quaternions
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// Add two quaternions
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RMDEF Quaternion QuaternionAddQ(Quaternion q1, Quaternion q2)
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RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
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{
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{
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Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
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Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
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return result;
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return result;
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}
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}
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// Add quaternion and float value
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// Add quaternion and float value
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RMDEF Quaternion QuaternionAdd(Quaternion q, float add)
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RMDEF Quaternion QuaternionAddValue(Quaternion q, float add)
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{
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{
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Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
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Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
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return result;
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return result;
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}
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}
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// Subtract two quaternions
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// Subtract two quaternions
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RMDEF Quaternion QuaternionSubtractQ(Quaternion q1, Quaternion q2)
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RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
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{
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{
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Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
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Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
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return result;
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return result;
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}
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}
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// Subtract quaternion and float value
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// Subtract quaternion and float value
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RMDEF Quaternion QuaternionSubtract(Quaternion q, float sub)
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RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
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{
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{
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Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
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Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
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return result;
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return result;
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@ -1149,7 +1149,7 @@ RMDEF Quaternion QuaternionInvert(Quaternion q)
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}
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}
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// Calculate two quaternion multiplication
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// Calculate two quaternion multiplication
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RMDEF Quaternion QuaternionMultiplyQ(Quaternion q1, Quaternion q2)
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RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
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{
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{
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Quaternion result = { 0 };
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Quaternion result = { 0 };
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@ -1165,7 +1165,7 @@ RMDEF Quaternion QuaternionMultiplyQ(Quaternion q1, Quaternion q2)
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}
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}
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// Multiply quaternion by float value
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// Multiply quaternion by float value
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RMDEF Quaternion QuaternionMultiply(Quaternion q, float mul)
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RMDEF Quaternion QuaternionMultiplyValue(Quaternion q, float mul)
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{
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{
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Quaternion result = { 0 };
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Quaternion result = { 0 };
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@ -1180,14 +1180,14 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q, float mul)
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}
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}
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// Divide two quaternions
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// Divide two quaternions
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RMDEF Quaternion QuaternionDivideQ(Quaternion q1, Quaternion q2)
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RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
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{
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{
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Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w};
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Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w};
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return result;
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return result;
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}
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}
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// Divide quaternion by float value
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// Divide quaternion by float value
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RMDEF Quaternion QuaternionDivide(Quaternion q, float div)
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RMDEF Quaternion QuaternionDivideValue(Quaternion q, float div)
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{
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{
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Quaternion result = {q.x / div, q.y / div, q.z / div, q.w / div};
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Quaternion result = {q.x / div, q.y / div, q.z / div, q.w / div};
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return result;
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return result;
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