REVIEWED: Camera redesign PR
This commit is contained in:
parent
73989a4981
commit
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34 changed files with 321 additions and 268 deletions
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@ -30,13 +30,12 @@ int main(void)
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// Define the camera to look into our 3d world (position, target, up vector)
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = { 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 2.0f, 4.0f };
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camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 60.0f;
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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camera.swingCounter = 1; // Enable view bobbing
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int cameraMode = CAMERA_FIRST_PERSON;
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int cameraMode = CAMERA_FIRST_PERSON;
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// Generates some random columns
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// Generates some random columns
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@ -51,36 +50,46 @@ int main(void)
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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}
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Switch camera mode
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// Switch camera mode
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if (IsKeyPressed(KEY_ONE)) {
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if (IsKeyPressed(KEY_ONE))
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{
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cameraMode = CAMERA_FREE;
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cameraMode = CAMERA_FREE;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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}
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if (IsKeyPressed(KEY_TWO)) {
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if (IsKeyPressed(KEY_TWO))
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{
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cameraMode = CAMERA_FIRST_PERSON;
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cameraMode = CAMERA_FIRST_PERSON;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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}
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if (IsKeyPressed(KEY_THREE)) {
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if (IsKeyPressed(KEY_THREE))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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cameraMode = CAMERA_THIRD_PERSON;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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}
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if (IsKeyPressed(KEY_FOUR)) {
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if (IsKeyPressed(KEY_FOUR))
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{
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cameraMode = CAMERA_ORBITAL;
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cameraMode = CAMERA_ORBITAL;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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}
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// Switch camera projection
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// Switch camera projection
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if (IsKeyPressed(KEY_P)) {
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if (IsKeyPressed(KEY_P))
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if (camera.projection == CAMERA_PERSPECTIVE) {
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{
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if (camera.projection == CAMERA_PERSPECTIVE)
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{
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// Create isometric view
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// Create isometric view
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cameraMode = CAMERA_THIRD_PERSON;
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cameraMode = CAMERA_THIRD_PERSON;
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// Note: The target distance is related to the render distance in the orthographic projection
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// Note: The target distance is related to the render distance in the orthographic projection
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@ -31,10 +31,12 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.up = (Vector3){ 0.0f, 1.0f, 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.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -31,16 +31,13 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.up = (Vector3){ 0.0f, 1.0f, 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.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Ray ray = { 0 }; // Picking line ray
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Ray ray = { 0 }; // Picking line ray
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RayCollision collision = { 0 }; // Ray collision hit info
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RayCollision collision = { 0 };
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EnableCursor(); // Disable camera controls
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -50,7 +47,7 @@ int main(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Toggle camera controls
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// Toggle camera controls
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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@ -95,12 +95,12 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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camera.swingCounter = 1; // Enable view bobbing
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -27,16 +27,17 @@ int main(void)
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// Define the camera to look into our 3d world
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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 camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f;
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector2 cubeScreenPosition = { 0.0f, 0.0f };
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Vector2 cubeScreenPosition = { 0.0f, 0.0f };
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -67,7 +68,9 @@ int main(void)
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EndMode3D();
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EndMode3D();
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
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DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
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DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -21,8 +21,6 @@
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#include "raylib.h"
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#include "raylib.h"
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#include <stdlib.h>
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -102,15 +100,11 @@ int main(void)
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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UnloadTexture(texture); // Unload texture
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UnloadModelAnimations(anims, animsCount); // Unload model animations data
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UnloadModel(model); // Unload model
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// Unload model animations data
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CloseWindow(); // Close window and OpenGL context
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for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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@ -28,15 +28,15 @@ int main(void)
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// Define the camera to look into our 3d world
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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 camera = { 0 };
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f;
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of billboard
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f };
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
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// Entire billboard texture, source is used to take a segment from a larger texture.
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// Entire billboard texture, source is used to take a segment from a larger texture.
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Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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float distanceRotating;
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float distanceRotating;
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float rotation = 0.0f;
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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// NOTE: By default each cube is mapped to one part of texture atlas
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position
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camera.target = (Vector3){ 0.185f, 0.4f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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
|
||||||
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||||
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
|
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
|
||||||
|
|
@ -37,7 +43,7 @@ int main(void)
|
||||||
|
|
||||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
|
|
||||||
// Get map image data to be used for collision detection
|
// Get map image data to be used for collision detection
|
||||||
Color *mapPixels = LoadImageColors(imMap);
|
Color *mapPixels = LoadImageColors(imMap);
|
||||||
|
|
@ -45,7 +51,8 @@ int main(void)
|
||||||
|
|
||||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -26,25 +26,31 @@ int main(void)
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||||
|
|
||||||
// Define our custom camera to look into our 3d world
|
// Define our custom camera to look into our 3d world
|
||||||
Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 18.0f, 21.0f, 18.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||||
|
|
||||||
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
||||||
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
||||||
|
|
||||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
||||||
|
|
||||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -59,7 +59,8 @@ int main(void)
|
||||||
|
|
||||||
bool selected = false; // Selected object flag
|
bool selected = false; // Selected object flag
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -34,11 +34,11 @@ int main(void)
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Load gltf model
|
// Load gltf model
|
||||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||||
|
|
@ -51,11 +51,13 @@ int main(void)
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -33,11 +33,12 @@ int main(void)
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
|
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
char modelFileName[128] = "resources/models/m3d/CesiumMan.m3d";
|
char modelFileName[128] = "resources/models/m3d/CesiumMan.m3d";
|
||||||
|
|
@ -53,12 +54,13 @@ int main(void)
|
||||||
int animFrameCounter = 0, animId = 0;
|
int animFrameCounter = 0, animId = 0;
|
||||||
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
|
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -43,7 +43,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Load MagicaVoxel files
|
// Load MagicaVoxel files
|
||||||
Model models[MAX_VOX_FILES] = { 0 };
|
Model models[MAX_VOX_FILES] = { 0 };
|
||||||
|
|
@ -69,7 +69,8 @@ int main(void)
|
||||||
|
|
||||||
int currentModel = 0;
|
int currentModel = 0;
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -68,7 +68,8 @@ int main(void)
|
||||||
|
|
||||||
int currentModel = 0;
|
int currentModel = 0;
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
Ray ray = { 0 }; // Picking ray
|
Ray ray = { 0 }; // Picking ray
|
||||||
|
|
||||||
|
|
@ -64,7 +64,6 @@ int main(void)
|
||||||
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
||||||
float sr = 4.0f;
|
float sr = 4.0f;
|
||||||
|
|
||||||
EnableCursor(); // Disable camera controls
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
|
||||||
|
|
@ -43,11 +43,11 @@ int main(void)
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
|
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
float rotationSpeed = 0.2f; // General system rotation speed
|
float rotationSpeed = 0.2f; // General system rotation speed
|
||||||
|
|
||||||
|
|
@ -56,7 +56,8 @@ int main(void)
|
||||||
float moonRotation = 0.0f; // Rotation of moon around itself
|
float moonRotation = 0.0f; // Rotation of moon around itself
|
||||||
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
|
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -38,7 +38,12 @@ int main(void)
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Load skybox model
|
// Load skybox model
|
||||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||||
|
|
@ -87,12 +92,13 @@ int main(void)
|
||||||
UnloadImage(img);
|
UnloadImage(img);
|
||||||
}
|
}
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -31,11 +31,11 @@ int main()
|
||||||
|
|
||||||
// Initialize the camera
|
// Initialize the camera
|
||||||
Camera3D camera = { 0 };
|
Camera3D camera = { 0 };
|
||||||
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
|
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 70.0f;
|
camera.fovy = 70.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Specify the amount of blocks in each direction
|
// Specify the amount of blocks in each direction
|
||||||
const int numBlocks = 15;
|
const int numBlocks = 15;
|
||||||
|
|
|
||||||
|
|
@ -50,7 +50,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Load plane model from a generated mesh
|
// Load plane model from a generated mesh
|
||||||
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
|
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
|
||||||
|
|
@ -80,12 +80,12 @@ int main(void)
|
||||||
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
||||||
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
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Reference in a new issue