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Add .editorconfig and apply formatting
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@ -1,55 +1,54 @@
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Ray, ray for raycasting
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Ray
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{
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/// <summary>
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/// Ray, ray for raycasting
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/// Ray position (origin)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Ray
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{
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/// <summary>
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/// Ray position (origin)
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/// </summary>
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public Vector3 Position;
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/// <summary>
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/// Ray direction
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/// </summary>
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public Vector3 Direction;
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public Ray(Vector3 position, Vector3 direction)
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{
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this.Position = position;
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this.Direction = direction;
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}
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}
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public Vector3 Position;
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/// <summary>
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/// Raycast hit information
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/// Ray direction
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct RayCollision
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public Vector3 Direction;
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public Ray(Vector3 position, Vector3 direction)
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{
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/// <summary>
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/// Did the ray hit something?
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/// </summary>
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public CBool Hit;
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/// <summary>
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/// Distance to the nearest hit
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/// </summary>
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public float Distance;
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/// <summary>
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/// Point of the nearest hit
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/// </summary>
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public Vector3 Point;
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/// <summary>
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/// Surface normal of hit
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/// </summary>
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public Vector3 Normal;
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this.Position = position;
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this.Direction = direction;
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}
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}
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/// <summary>
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/// Raycast hit information
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct RayCollision
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{
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/// <summary>
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/// Did the ray hit something?
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/// </summary>
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public CBool Hit;
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/// <summary>
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/// Distance to the nearest hit
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/// </summary>
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public float Distance;
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/// <summary>
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/// Point of the nearest hit
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/// </summary>
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public Vector3 Point;
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/// <summary>
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/// Surface normal of hit
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/// </summary>
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public Vector3 Normal;
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}
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