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			246 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			246 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
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*
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*   Example originally created with raylib 1.7, last time updated with raylib 4.0
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*
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*   Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2017-2023 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
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    // Define the camera to look into our 3d world
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    Camera camera = { 0 };
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    camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
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    camera.target = (Vector3){ 0.0f, 8.0f, 0.0f };      // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.6f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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    Ray ray = { 0 };        // Picking ray
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    Model tower = LoadModel("resources/models/obj/turret.obj");                 // Load OBJ model
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    Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
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    tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;            // Set model diffuse texture
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    Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                        // Set model position
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    BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]);    // Get mesh bounding box
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    // Ground quad
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    Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
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    Vector3 g1 = (Vector3){ -50.0f, 0.0f,  50.0f };
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    Vector3 g2 = (Vector3){  50.0f, 0.0f,  50.0f };
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    Vector3 g3 = (Vector3){  50.0f, 0.0f, -50.0f };
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    // Test triangle
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    Vector3 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
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    Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
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    Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
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    Vector3 bary = { 0.0f, 0.0f, 0.0f };
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    // Test sphere
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    Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
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    float sr = 4.0f;
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    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())        // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);          // Update camera
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        // Toggle camera controls
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        if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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        {
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            if (IsCursorHidden()) EnableCursor();
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            else DisableCursor();
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        }
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        // Display information about closest hit
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        RayCollision collision = { 0 };
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        char *hitObjectName = "None";
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        collision.distance = FLT_MAX;
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        collision.hit = false;
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        Color cursorColor = WHITE;
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        // Get ray and test against objects
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        ray = GetMouseRay(GetMousePosition(), camera);
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        // Check ray collision against ground quad
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        RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
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        if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
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        {
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            collision = groundHitInfo;
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            cursorColor = GREEN;
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            hitObjectName = "Ground";
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        }
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        // Check ray collision against test triangle
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        RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
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        if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance))
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        {
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            collision = triHitInfo;
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            cursorColor = PURPLE;
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            hitObjectName = "Triangle";
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            bary = Vector3Barycenter(collision.point, ta, tb, tc);
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        }
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        // Check ray collision against test sphere
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        RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
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        if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
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        {
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            collision = sphereHitInfo;
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            cursorColor = ORANGE;
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            hitObjectName = "Sphere";
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        }
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        // Check ray collision against bounding box first, before trying the full ray-mesh test
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        RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
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        if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
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        {
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            collision = boxHitInfo;
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            cursorColor = ORANGE;
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            hitObjectName = "Box";
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            // Check ray collision against model meshes
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            RayCollision meshHitInfo = { 0 };
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            for (int m = 0; m < tower.meshCount; m++)
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            {
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                // NOTE: We consider the model.transform for the collision check but 
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                // it can be checked against any transform Matrix, used when checking against same
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                // model drawn multiple times with multiple transforms
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                meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
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                if (meshHitInfo.hit)
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                {
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                    // Save the closest hit mesh
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                    if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
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                    break;  // Stop once one mesh collision is detected, the colliding mesh is m
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                }
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            }
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            if (meshHitInfo.hit)
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            {
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                collision = meshHitInfo;
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                cursorColor = ORANGE;
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                hitObjectName = "Mesh";
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            }
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        }
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginMode3D(camera);
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                // Draw the tower
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                // WARNING: If scale is different than 1.0f,
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                // not considered by GetRayCollisionModel()
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                DrawModel(tower, towerPos, 1.0f, WHITE);
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                // Draw the test triangle
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                DrawLine3D(ta, tb, PURPLE);
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                DrawLine3D(tb, tc, PURPLE);
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                DrawLine3D(tc, ta, PURPLE);
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                // Draw the test sphere
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                DrawSphereWires(sp, sr, 8, 8, PURPLE);
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                // Draw the mesh bbox if we hit it
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                if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
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                // If we hit something, draw the cursor at the hit point
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                if (collision.hit)
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                {
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                    DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor);
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                    DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, RED);
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                    Vector3 normalEnd;
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                    normalEnd.x = collision.point.x + collision.normal.x;
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                    normalEnd.y = collision.point.y + collision.normal.y;
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                    normalEnd.z = collision.point.z + collision.normal.z;
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                    DrawLine3D(collision.point, normalEnd, RED);
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                }
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                DrawRay(ray, MAROON);
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                DrawGrid(10, 10.0f);
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            EndMode3D();
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            // Draw some debug GUI text
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            DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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            if (collision.hit)
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            {
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                int ypos = 70;
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                DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK);
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                DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
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                                    collision.point.x,
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                                    collision.point.y,
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                                    collision.point.z), 10, ypos + 15, 10, BLACK);
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                DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
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                                    collision.normal.x,
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                                    collision.normal.y,
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                                    collision.normal.z), 10, ypos + 30, 10, BLACK);
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                if (triHitInfo.hit && TextIsEqual(hitObjectName, "Triangle"))
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                    DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
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            }
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            DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
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            DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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            DrawFPS(10, 10);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadModel(tower);         // Unload model
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    UnloadTexture(texture);     // Unload texture
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |