/*******************************************************************************************
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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) 2017-2024 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 = GetScreenToWorldRay(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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}
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