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docs(vector3): add more documentation
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@@ -17,53 +17,102 @@ Vec3* vec3(float x, float y, float z);
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/**
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* @brief Adds two 3D vectors in a new 3D vector.
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* @param v1 First vector.
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* @param v2 Second vector.
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* @param v1 First vector pointer.
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* @param v2 Second vector pointer.
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* @return A pointer to a newly allocated 3D vector
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* representing the sum of v1 and v2.
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* representing the sum of v1 and v2.
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* Returns NULL if the allocation fails.
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*/
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Vec3* vec3Add(Vec3* v1, Vec3* v2);
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/**
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* @brief Subtracts two 3D vectors in a new 3D
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* vector.
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* @param v1 First vector.
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* @param v2 Second vector.
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* @param v1 First vector pointer.
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* @param v2 Second vector pointer.
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* @return A pointer to a newly allocated 3D vector
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* representing the subtraction of v1 and v2.
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* Returns NULL if the allocation fails.
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*/
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Vec3* vec3Sub(Vec3* v1, Vec3* v2);
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/**
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* @brief Scales a 3D vector by a constant scalar in a
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* new 3D vector.
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* @param v 3D vector.
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* @param v 3D vector pointer.
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* @param scalar Constant.
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* @return A pointer to a newly allocated 3D vector
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* representing the multiplication of v1 and a
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* scalar.
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* scalar. Returns NULL if the allocation
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* fails.
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*/
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Vec3* vec3Scale(Vec3* v, float scalar);
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/**
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* @brief Computes the dot product of two 3D vectors
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* @param a First vector.
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* @param b Second vector.
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* @return The dot product of a and b as a scalar value
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* @param a First vector pointer.
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* @param b Second vector pointer.
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* @return The dot product of a and b as a scalar value.
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* - scalar value > 0.f: Both vectors have the same orientation
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* (the angle between them is acute).
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* - scalar value = 0.f: Both vectors are orthogonal (the angle
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* between them is 90 degrees).
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* - scalar value < 0.f: Both vectors have opposite orientations
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* (the angle between them is obtuse).
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* Returns NAN if one of the input vectors are
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* NULL.
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*/
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float vec3Dot(Vec3* a, Vec3* b);
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/**
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* @brief Computes the Length (magnitude) of a 3D
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* vector
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* @param v The 3D vector.
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* @return The length (magnitude) of the vector v as a
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* scalar value.
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* @param v 3D vector pointer.
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* @return The length (magnitude) of the vector v as
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* a scalar value. Returns NAN if input vector
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* is NULL.
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*/
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float vec3Len(Vec3* v);
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/**
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* @brief Normalizes the 3D vector.
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* @param v Pointer to the 3D vector.
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* @return A pointer to a newly allocated 3D vector that
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* is normalized. Returns a zero vector (0, 0, 0)
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* if the input vector is a zero vector. Returns
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* NULL if the input pointer is invalid.
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*/
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Vec3* vec3Norm(Vec3* v);
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/**
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* @brief Performs linear interpolation between two 3D
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* vectors to determine a new 3D vector.
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* @param a Pointer to the first 3D vector (start vector).
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* @param b Pointer to the second 3D vector (end vector).
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* @param t Interpolation factor (0.0 to 1.0):
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* - t = 0 returns the vector a.
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* - t = 1 returns the vector b.
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* - t between 0 and 1 returns a point between
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* a and b.
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* @return A pointer to a newly allocated 3D vector
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* representing the interpolated result between
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* a and b. Returns NULL if any of the input vectors
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* is NULL.
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*/
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Vec3* vec3Lerp(Vec3* a, Vec3* b, float t);
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/**
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* @brief Computes the cross product of two 3D vectors.
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* The cross product produces a new vector that is
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* orthogonal (perpendicular) to both input vectors.
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* The direction of the resulting vector follows the
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* right-hand rule.
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* @param a Pointer to the first vector.
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* @param b Pointer to the second vector.
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* @return A pointer to a newly allocated 3D vector representing
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* the cross product of vectors a and b.
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* Returns NULL if the allocation fails.
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*/
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Vec3* vec3Cross(Vec3* a, Vec3* b);
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float vec3Angle(Vec3* a, Vec3* b);
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Vec3* vec3Proj(Vec3* a, Vec3* b);
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