lib Raymath

Overview

Defined in:

raylib-cr/raymath.cr

Function Summary

Function Detail

fun clamp = Clamp(value : Float32, min : Float32, max : Float32) : LibC::Float #

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fun float_equals = FloatEquals(x : Float32, y : Float32) : Bool #

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fun lerp = Lerp(start : Float32, finsh : Float32, amount : Float32) : LibC::Float #

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fun matrix_add = MatrixAdd(left : Raylib::Matrix, right : Raylib::Matrix) : Raylib::Matrix #

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fun matrix_determinant = MatrixDeterminant(mat : Raylib::Matrix) : LibC::Float #

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fun matrix_frustum = MatrixFrustum(left : Float64, right : Float64, bottom : Float64, top : Float64, near : Float64, far : Float64) : Raylib::Matrix #

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fun matrix_identity = MatrixIdentity : Raylib::Matrix #

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fun matrix_invert = MatrixInvert(mat : Raylib::Matrix) : Raylib::Matrix #

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fun matrix_look_at = MatrixLookAt(eye : Raylib::Vector3, target : Raylib::Vector3, up : Raylib::Vector3) : Raylib::Matrix #

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fun matrix_multiply = MatrixMultiply(left : Raylib::Matrix, right : Raylib::Matrix) : Raylib::Matrix #

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fun matrix_ortho = MatrixOrtho(left : Float64, right : Float64, bottom : Float64, top : Float64, near : Float64, far : Float64) : Raylib::Matrix #

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fun matrix_perspective = MatrixPerspective(fovy : Float64, aspect : Float64, near : Float64, far : Float64) : Raylib::Matrix #

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fun matrix_rotate = MatrixRotate(axis : Raylib::Vector3, angle : Float32) : Raylib::Matrix #

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fun matrix_rotate_x = MatrixRotateX(angle : Float32) : Raylib::Matrix #

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fun matrix_rotate_xyz = MatrixRotateXYZ(ang : Raylib::Vector3) : Raylib::Matrix #

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fun matrix_rotate_y = MatrixRotateY(angle : Float32) : Raylib::Matrix #

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fun matrix_rotate_z = MatrixRotateZ(angle : Float32) : Raylib::Matrix #

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fun matrix_rotate_zyx = MatrixRotateZYX(ang : Raylib::Vector3) : Raylib::Matrix #

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fun matrix_scale = MatrixScale(x : Float32, y : Float32, z : Float32) : Raylib::Matrix #

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fun matrix_subtract = MatrixSubtract(left : Raylib::Matrix, right : Raylib::Matrix) : Raylib::Matrix #

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fun matrix_to_float_v = MatrixToFloatV(mat : Raylib::Matrix) : Float16 #

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fun matrix_trace = MatrixTrace(mat : Raylib::Matrix) : LibC::Float #

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fun matrix_translate = MatrixTranslate(x : Float32, y : Float32, z : Float32) : Raylib::Matrix #

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fun matrix_transpose = MatrixTranspose(mat : Raylib::Matrix) : Raylib::Matrix #

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fun normalize = Normalize(value : Float32, start : Float32, finish : Float32) : LibC::Float #

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fun quaternion_add = QuaternionAdd(q1 : Raylib::Vector4, q2 : Raylib::Vector4) : Raylib::Quaternion #

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fun quaternion_add_value = QuaternionAddValue(q : Raylib::Vector4, add : Float32) : Raylib::Quaternion #

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fun quaternion_divide = QuaternionDivide(q1 : Raylib::Vector4, q2 : Raylib::Vector4) : Raylib::Quaternion #

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fun quaternion_from_axis_angle = QuaternionFromAxisAngle(axis : Raylib::Vector3, angle : Float32) : Raylib::Quaternion #

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fun quaternion_from_euler = QuaternionFromEuler(pitch : Float32, yaw : Float32, roll : Float32) : Raylib::Quaternion #

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fun quaternion_from_matrix = QuaternionFromMatrix(mat : Raylib::Matrix) : Raylib::Quaternion #

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fun quaternion_from_vector3_to_vector3 = QuaternionFromVector3ToVector3(from : Raylib::Vector3, to : Raylib::Vector3) : Raylib::Quaternion #

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fun quaternion_identity = QuaternionIdentity : Raylib::Quaternion #

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fun quaternion_invert = QuaternionInvert(q : Raylib::Vector4) : Raylib::Quaternion #

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fun quaternion_length = QuaternionLength(q : Raylib::Vector4) : LibC::Float #

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fun quaternion_lerp = QuaternionLerp(q1 : Raylib::Vector4, q2 : Raylib::Vector4, amount : Float32) : Raylib::Quaternion #

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fun quaternion_multiply = QuaternionMultiply(q1 : Raylib::Vector4, q2 : Raylib::Vector4) : Raylib::Quaternion #

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fun quaternion_nlerp = QuaternionNlerp(q1 : Raylib::Vector4, q2 : Raylib::Vector4, amount : Float32) : Raylib::Quaternion #

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fun quaternion_normalize = QuaternionNormalize(q : Raylib::Vector4) : Raylib::Quaternion #

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fun quaternion_scale = QuaternionScale(q : Raylib::Vector4, mul : Float32) : Raylib::Quaternion #

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fun quaternion_slerp = QuaternionSlerp(q1 : Raylib::Vector4, q2 : Raylib::Vector4, amount : Float32) : Raylib::Quaternion #

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fun quaternion_subtract = QuaternionSubtract(q1 : Raylib::Vector4, q2 : Raylib::Vector4) : Raylib::Quaternion #

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fun quaternion_subtract_value = QuaternionSubtractValue(q : Raylib::Vector4, sub : Float32) : Raylib::Quaternion #

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fun quaternion_to_axis_angle = QuaterntionToAxisAngle(q : Raylib::Vector4, out_axis : Pointer(Raylib::Vector3), out_angle : Pointer(Float32)) #

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fun quaternion_to_euler = QuaternionToEuler(q : Raylib::Vector4) : Raylib::Vector3 #

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fun quaternion_to_matrix = QuaternionToMatrix(q : Raylib::Vector4) : Raylib::Matrix #

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fun quaternion_transform = QuaternionTransform(q : Raylib::Vector4, mat : Raylib::Matrix) : Raylib::Quaternion #

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fun remap = Remap(value : Float32, input_start : Float32, input_end : Float32, output_start : Float32, output_end : Float32) : LibC::Float #

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fun vector2_add = Vector2Add(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_add_value = Vector2AddValue(v : Raylib::Vector2, add : Float32) : Raylib::Vector2 #

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fun vector2_angle = Vector2Angle(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : LibC::Float #

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fun vector2_clamp = Vector2Clamp(v : Raylib::Vector2, min : Raylib::Vector2, max : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_clamp_value = Vector2ClampValue(v : Raylib::Vector2, min : Float32, max : Float32) : Raylib::Vector2 #

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fun vector2_distance = Vector2Distance(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : LibC::Float #

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fun vector2_distance_sqr = Vector2DistanceSqr(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : LibC::Float #

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fun vector2_divide = Vector2Divide(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_dot_product = Vector2DotProduct(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : LibC::Float #

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fun vector2_equals = Vector2Equals(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : Bool #

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fun vector2_invert = Vector2Invert(v : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_length = Vector2Length(v : Raylib::Vector2) : LibC::Float #

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fun vector2_length_sqr = Vector2LengthSqr(v : Raylib::Vector2) : LibC::Float #

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fun vector2_lerp = Vector2Lerp(v1 : Raylib::Vector2, v2 : Raylib::Vector2, amount : Float32) : Raylib::Vector2 #

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fun vector2_line_angle = Vector2LineAngle(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : LibC::Float #

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fun vector2_move_towards = Vector2MoveTowards(v : Raylib::Vector2, target : Raylib::Vector2, max_distance : Float32) : Raylib::Vector2 #

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fun vector2_multiply = Vector2Multiply(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_negate = Vector2Negate(v : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_normalize = Vector2Normalize(v : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_one = Vector2One : Raylib::Vector2 #

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fun vector2_reflect = Vector2Reflect(v : Raylib::Vector2, normal : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_rotate = Vector2Rotate(v : Raylib::Vector2, angle : Float32) : Raylib::Vector2 #

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fun vector2_scale = Vector2Scale(v : Raylib::Vector2, scale : Float32) : Raylib::Vector2 #

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fun vector2_subtract = Vector2Subtract(v1 : Raylib::Vector2, v2 : Raylib::Vector2) : Raylib::Vector2 #

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fun vector2_subtract_value = Vector2SubtractValue(v : Raylib::Vector2, sub : Float32) : Raylib::Vector2 #

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fun vector2_transform = Vector2Transform(v : Raylib::Vector2, mat : Raylib::Matrix) : Raylib::Vector2 #

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fun vector2_zero = Vector2Zero : Raylib::Vector2 #

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fun vector3_add = Vector3Add(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_add_value = Vector3AddValue(v : Raylib::Vector3, add : Float32) : Raylib::Vector3 #

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fun vector3_angle = Vector3Angle(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : LibC::Float #

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fun vector3_barycenter = Vector3Barycenter(p : Raylib::Vector3, a : Raylib::Vector3, b : Raylib::Vector3, c : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_clamp = Vector3Clamp(v : Raylib::Vector3, min : Raylib::Vector3, max : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_clamp_value = Vector3ClampValue(v : Raylib::Vector3, min : Float32, max : Float32) : Raylib::Vector3 #

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fun vector3_cross_product = Vector3CrossProduct(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_distance = Vector3Distance(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : LibC::Float #

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fun vector3_distance_sqr = Vector3DistanceSqr(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : LibC::Float #

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fun vector3_divide = Vector3Divide(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_dot_product = Vector3DotProduct(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : LibC::Float #

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fun vector3_equals = Vector3Equals(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Bool #

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fun vector3_invert = Vector3Invert(v : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_length = Vector3Length(v : Raylib::Vector3) : LibC::Float #

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fun vector3_length_sqr = Vector3LengthSqr(v : Raylib::Vector3) : LibC::Float #

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fun vector3_lerp = Vector3Lerp(v1 : Raylib::Vector3, v2 : Raylib::Vector3, amount : Float32) : Raylib::Vector3 #

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fun vector3_max = Vector3Max(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_min = Vector3Min(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_multiply = Vector3Multiply(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_negate = Vector3Negate(v : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_normalize = Vector3Normalize(v : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_one = Vector3One : Raylib::Vector3 #

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fun vector3_ortho_normalize = Vector3OrthoNormalize(v1 : Pointer(Raylib::Vector3), v2 : Pointer(Raylib::Vector3)) #

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fun vector3_perpendicular = Vector3Perpendicular(v : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_project = Vector3Project(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_reflect = Vector3Reflect(v : Raylib::Vector3, normal : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_refract = Vector3Refract(v1 : Raylib::Vector3, v2 : Raylib::Vector3, r : Float32) : Raylib::Vector3 #

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fun vector3_reject = Vector3Reject(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_rotate_by_axis_angle = Vector3RotateByAxisAngle(v : Raylib::Vector3, axis : Raylib::Vector3, angle : Float32) : Raylib::Vector3 #

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fun vector3_rotate_by_quaternion = Vector3RotateByQuaternion(v : Raylib::Vector3, q : Raylib::Vector4) : Raylib::Vector3 #

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fun vector3_scale = Vector3Scale(v : Raylib::Vector3, scalar : Float32) : Raylib::Vector3 #

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fun vector3_subtract = Vector3Subtract(v1 : Raylib::Vector3, v2 : Raylib::Vector3) : Raylib::Vector3 #

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fun vector3_subtract_value = Vector3SubtractValue(v : Raylib::Vector3, sub : Float32) : Raylib::Vector3 #

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fun vector3_to_float_v = Vector3ToFloatV(v : Raylib::Vector3) : Float3 #

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fun vector3_transform = Vector3Transform(v : Raylib::Vector3, mat : Raylib::Matrix) : Raylib::Vector3 #

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fun vector3_unproject = Vector3Unproject(source : Raylib::Vector3, projection : Raylib::Matrix, view : Raylib::Matrix) : Raylib::Vector3 #

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fun vector3_zero = Vector3Zero : Raylib::Vector3 #

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fun wrap = Wrap(value : Float32, min : Float32, max : Float32) : LibC::Float #

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