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Update/merge examples back into main repo (#192)
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Examples/Models/MeshPicking.cs
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248
Examples/Models/MeshPicking.cs
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/*******************************************************************************************
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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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* This example has been created using raylib 1.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example contributed by Joel Davis (@joeld42)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Raymath;
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namespace Examples.Models;
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public class MeshPicking
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{
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public unsafe static int Main()
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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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Camera3D camera;
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camera.Position = new Vector3(20.0f, 20.0f, 20.0f);
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camera.Target = new Vector3(0.0f, 8.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.6f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
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// Picking ray
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Ray ray = new();
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Model tower = LoadModel("resources/models/obj/turret.obj");
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Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png");
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Raylib.SetMaterialTexture(ref tower, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Vector3 towerPos = new(0.0f, 0.0f, 0.0f);
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BoundingBox towerBBox = GetMeshBoundingBox(tower.Meshes[0]);
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// Ground quad
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Vector3 g0 = new(-50.0f, 0.0f, -50.0f);
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Vector3 g1 = new(-50.0f, 0.0f, 50.0f);
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Vector3 g2 = new(50.0f, 0.0f, 50.0f);
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Vector3 g3 = new(50.0f, 0.0f, -50.0f);
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// Test triangle
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Vector3 ta = new(-25.0f, 0.5f, 0.0f);
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Vector3 tb = new(-4.0f, 2.5f, 1.0f);
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Vector3 tc = new(-8.0f, 6.5f, 0.0f);
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Vector3 bary = new(0.0f, 0.0f, 0.0f);
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// Test sphere
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Vector3 sp = new(-30.0f, 5.0f, 5.0f);
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float sr = 4.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Main game loop
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//--------------------------------------------------------------------------------------
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while (!WindowShouldClose())
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{
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//----------------------------------------------------------------------------------
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// Update
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//----------------------------------------------------------------------------------
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if (IsCursorHidden())
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{
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UpdateCamera(ref camera, CameraMode.CAMERA_FIRST_PERSON);
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}
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// Toggle camera controls
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if (IsMouseButtonPressed(MouseButton.MOUSE_BUTTON_RIGHT))
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{
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if (IsCursorHidden())
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{
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EnableCursor();
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}
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else
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{
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DisableCursor();
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}
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}
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// Display information about closest hit
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RayCollision collision = new();
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string hitObjectName = "None";
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collision.Distance = float.MaxValue;
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collision.Hit = false;
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Color cursorColor = Color.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 aginst 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 = Color.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 = Color.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 = Color.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 = Color.ORANGE;
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hitObjectName = "Box";
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// Check ray collision against model meshes
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RayCollision meshHitInfo = new();
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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))
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{
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collision = meshHitInfo;
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}
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break;
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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 = Color.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(Color.RAYWHITE);
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BeginMode3D(camera);
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// Draw the tower
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DrawModel(tower, towerPos, 1.0f, Color.WHITE);
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// Draw the test triangle
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DrawLine3D(ta, tb, Color.PURPLE);
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DrawLine3D(tb, tc, Color.PURPLE);
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DrawLine3D(tc, ta, Color.PURPLE);
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// Draw the test sphere
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DrawSphereWires(sp, sr, 8, 8, Color.PURPLE);
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// Draw the mesh bbox if we hit it
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if (boxHitInfo.Hit)
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{
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DrawBoundingBox(towerBBox, Color.LIME);
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}
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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, Color.RED);
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Vector3 normalEnd = collision.Point + collision.Normal;
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DrawLine3D(collision.Point, normalEnd, Color.RED);
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}
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DrawRay(ray, Color.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($"Hit Object: {hitObjectName}", 10, 50, 10, Color.BLACK);
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if (collision.Hit)
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{
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int ypos = 70;
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DrawText($"Distance: {collision.Distance}", 10, ypos, 10, Color.BLACK);
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DrawText($"Hit Pos: {collision.Point}", 10, ypos + 15, 10, Color.BLACK);
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DrawText($"Hit Norm: {collision.Normal}", 10, ypos + 30, 10, Color.BLACK);
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if (triHitInfo.Hit)
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{
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DrawText($"Barycenter: {bary}", 10, ypos + 45, 10, Color.BLACK);
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}
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}
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DrawText("Right click mouse to toggle camera controls", 10, 430, 10, Color.GRAY);
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DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.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);
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UnloadTexture(texture);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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