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								/*******************************************************************************************
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								*
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								*   raylib [models] example - first person maze
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								*
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								*   Example originally created with raylib 2.5, last time updated with raylib 3.5
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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) 2019-2022 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <stdlib.h>           // Required for: free()
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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 - first person maze");
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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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								    Image imMap = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
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								    Texture2D cubicmap = LoadTextureFromImage(imMap);       // Convert image to texture to display (VRAM)
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								    Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
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								    Model model = LoadModelFromMesh(mesh);
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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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								    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;             // Set map diffuse texture
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								    // Get map image data to be used for collision detection
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								    Color *mapPixels = LoadImageColors(imMap);
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								    UnloadImage(imMap);             // Unload image from RAM
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								    Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };  // Set model position
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								    SetCameraMode(camera, CAMERA_FIRST_PERSON);     // Set camera mode
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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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								        Vector3 oldCamPos = camera.position;    // Store old camera position
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								        UpdateCamera(&camera);
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								        // Check player collision (we simplify to 2D collision detection)
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								        Vector2 playerPos = { camera.position.x, camera.position.z };
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								        float playerRadius = 0.1f;  // Collision radius (player is modelled as a cilinder for collision)
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								        int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
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								        int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
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								        // Out-of-limits security check
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								        if (playerCellX < 0) playerCellX = 0;
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								        else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
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								        if (playerCellY < 0) playerCellY = 0;
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								        else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
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								        // Check map collisions using image data and player position
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								        // TODO: Improvement: Just check player surrounding cells for collision
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								        for (int y = 0; y < cubicmap.height; y++)
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								        {
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								            for (int x = 0; x < cubicmap.width; x++)
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								            {
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								                if ((mapPixels[y*cubicmap.width + x].r == 255) &&       // Collision: white pixel, only check R channel
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								                    (CheckCollisionCircleRec(playerPos, playerRadius,
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								                    (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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								                {
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								                    // Collision detected, reset camera position
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								                    camera.position = oldCamPos;
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								                }
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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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								                DrawModel(model, mapPosition, 1.0f, WHITE);                     // Draw maze map
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								            EndMode3D();
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								            DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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								            DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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								            // Draw player position radar
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								            DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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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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								    UnloadImageColors(mapPixels);   // Unload color array
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								    UnloadTexture(cubicmap);        // Unload cubicmap texture
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								    UnloadTexture(texture);         // Unload map texture
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								    UnloadModel(model);             // Unload map model
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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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