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							|  |     // Basic geometric 3D shapes drawing functions | 
						
						
							|  |     void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                     // Draw a line in 3D world space | 
						
						
							|  |     void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,  | 
						
						
							|  |                       float rotationAngle, Color color);                                                // Draw a circle in 3D world space | 
						
						
							|  |     void DrawCube(Vector3 position, float width, float height, float lenght, Color color);              // Draw cube | 
						
						
							|  |     void DrawCubeV(Vector3 position, Vector3 size, Color color);                                        // Draw cube (Vector version) | 
						
						
							|  |     void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color);         // Draw cube wires | 
						
						
							|  |     void DrawCubeTexture(Texture2D texture, Vector3 position, float width,  | 
						
						
							|  |                          float height, float lenght, Color color);                                      // Draw cube textured | 
						
						
							|  |     void DrawSphere(Vector3 centerPos, float radius, Color color);                                      // Draw sphere | 
						
						
							|  |     void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);             // Draw sphere with extended parameters | 
						
						
							|  |     void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);          // Draw sphere wires | 
						
						
							|  |     void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom,  | 
						
						
							|  |                       float height, int slices, Color color);                                           // Draw a cylinder/cone | 
						
						
							|  |     void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom,  | 
						
						
							|  |                            float height, int slices, Color color);                                      // Draw a cylinder/cone wires | 
						
						
							|  |     void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                       // Draw a plane XZ | 
						
						
							|  |     void DrawRay(Ray ray, Color color);                                                                 // Draw a ray line | 
						
						
							|  |     void DrawGrid(int slices, float spacing);                                                           // Draw a grid (centered at (0, 0, 0)) | 
						
						
							|  |     void DrawGizmo(Vector3 position);                                                                   // Draw simple gizmo | 
						
						
							|  |     void DrawLight(Light light);                                                                        // Draw light in 3D world | 
						
						
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							|  |     // Model loading/unloading functions | 
						
						
							|  |     Model LoadModel(const char *fileName);                                                              // Load a 3d model (.OBJ) | 
						
						
							|  |     Model LoadModelEx(Mesh data, bool dynamic);                                                         // Load a 3d model (from mesh data) | 
						
						
							|  |     Model LoadModelFromRES(const char *rresName, int resId);                                            // Load a 3d model from rRES file (raylib Resource) | 
						
						
							|  |     Model LoadHeightmap(Image heightmap, Vector3 size);                                                 // Load a heightmap image as a 3d model | 
						
						
							|  |     Model LoadCubicmap(Image cubicmap);                                                                 // Load a map image as a 3d model (cubes based) | 
						
						
							|  |     void UnloadModel(Model model);                                                                      // Unload 3d model from memory | 
						
						
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							|  |     // Material loading/unloading functions | 
						
						
							|  |     Material LoadMaterial(const char *fileName);                                                        // Load material data (from file) | 
						
						
							|  |     Material LoadDefaultMaterial(void);                                                                 // Load default material (uses default models shader) | 
						
						
							|  |     Material LoadStandardMaterial(void);                                                                // Load standard material (uses material attributes and lighting shader) | 
						
						
							|  |     void UnloadMaterial(Material material);                                                             // Unload material textures from VRAM | 
						
						
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							|  |     // Model drawing functions | 
						
						
							|  |     void DrawModel(Model model, Vector3 position, float scale, Color tint);                             // Draw a model (with texture if set) | 
						
						
							|  |     void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,  | 
						
						
							|  |                      float rotationAngle, Vector3 scale, Color tint);                                   // Draw a model with extended parameters | 
						
						
							|  |     void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                        // Draw a model wires (with texture if set) | 
						
						
							|  |     void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,  | 
						
						
							|  |                           float rotationAngle, Vector3 scale, Color tint);                              // Draw a model wires | 
						
						
							|  |     void DrawBoundingBox(BoundingBox box, Color color);                                                 // Draw bounding box (wires) | 
						
						
							|  |     void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);       // Draw a billboard texture | 
						
						
							|  |     void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,  | 
						
						
							|  |                           Vector3 center, float size, Color tint);                                      // Draw a billboard texture defined by sourceRec | 
						
						
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							|  |     // Collision detection functions | 
						
						
							|  |     bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);                     // Detect collision between two spheres | 
						
						
							|  |     bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);               // Detect collision between two boxes | 
						
						
							|  |     bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere);       // Detect collision between box and sphere | 
						
						
							|  |     bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius);                              // Detect collision between ray and sphere | 
						
						
							|  |     bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint);   // Detect collision between ray and sphere ex. | 
						
						
							|  |     bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox);                                           // Detect collision between ray and box | 
						
						
							|  |     BoundingBox CalculateBoundingBox(Mesh mesh);                                                                    // Calculate mesh bounding box limits | 
						
						
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