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								/*******************************************************************************************
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								*
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								*   raylib [models] example - Plane rotations (yaw, pitch, roll)
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								*
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								*   This example has been created using raylib 1.8 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Example based on Berni work on Raspberry Pi: 
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								*   http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order
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								*
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								*   Copyright (c) 2017 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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								// Draw angle gauge controls
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								void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
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								//----------------------------------------------------------------------------------
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								// Main entry point
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								//----------------------------------------------------------------------------------
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
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								    Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png"); 
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								    Texture2D texBackground = LoadTexture("resources/background.png");
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								    Texture2D texPitch = LoadTexture("resources/pitch.png");   
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								    Texture2D texPlane = LoadTexture("resources/plane.png");
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								    RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
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								    // Model loading
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								    Model model = LoadModel("resources/plane.obj");      // Load OBJ model
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								    model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
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								    GenTextureMipmaps(&model.material.maps[MAP_DIFFUSE].texture);
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
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								    camera.target = (Vector3){ 0.0f, 12.0f, 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 = 30.0f;                                // Camera field-of-view Y
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								    float pitch = 0.0f;
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								    float roll = 0.0f;
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								    float yaw = 0.0f;
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								    SetTargetFPS(60);
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								    //--------------------------------------------------------------------------------------
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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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								        // Plane roll (x-axis) controls
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								        if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
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								        else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
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								        else
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								        {
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								            if (roll > 0.0f) roll -= 0.5f;
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								            else if (roll < 0.0f) roll += 0.5f;
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								        }
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								        // Plane yaw (y-axis) controls
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								        if (IsKeyDown(KEY_S)) yaw += 1.0f;
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								        else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
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								        else
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								        {
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								            if (yaw > 0.0f) yaw -= 0.5f;
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								            else if (yaw < 0.0f) yaw += 0.5f;
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								        }
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								        // Plane pitch (z-axis) controls
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								        if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
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								        else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
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								        else
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								        {
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								            if (pitch > 0.3f) pitch -= 0.3f;
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								            else if (pitch < -0.3f) pitch += 0.3f;
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								        }
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								        // Wraps the phase of an angle to fit between -180 and +180 degrees
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								        int pitchOffset = pitch;
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								        while (pitchOffset > 180) pitchOffset -= 360;
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								        while (pitchOffset < -180) pitchOffset += 360;
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								        pitchOffset *= 10;
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								        Matrix transform = MatrixIdentity();
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								        transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
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								        transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
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								        transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
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								        model.transform = transform;
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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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								            // Draw framebuffer texture (Ahrs Display)
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								            int centerX = framebuffer.texture.width/2;
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								            int centerY = framebuffer.texture.height/2;
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								            float scaleFactor = 0.5f;
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								            BeginTextureMode(framebuffer);
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								                BeginBlendMode(BLEND_ALPHA);
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								                DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
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								                               (Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
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								                               (Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
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								                DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
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								                               (Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
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								                               (Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
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								                DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
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								                               (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor }, 
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								                               (Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
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								                EndBlendMode();
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								            EndTextureMode();
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								            // Draw 3D model (recomended to draw 3D always before 2D)
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								            Begin3dMode(camera);
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								                DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE);   // Draw 3d model with texture
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								                DrawGrid(10, 10.0f);
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								            End3dMode();
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								            // Draw 2D GUI stuff
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								            DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
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								            DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
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								            DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
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								            DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
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								            DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
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								            DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
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								            DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
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								            DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
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								            // Draw framebuffer texture
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								            DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height }, 
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								                           (Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
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								            DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
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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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								    // Unload all loaded data
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								    UnloadModel(model);
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								    UnloadRenderTexture(framebuffer);
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								    UnloadTexture(texAngleGauge); 
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								    UnloadTexture(texBackground);
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								    UnloadTexture(texPitch);  
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								    UnloadTexture(texPlane);
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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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								// Draw angle gauge controls
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								void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
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								{
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								    Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
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								    Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
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								    Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
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								    int textSize = 20;
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								    DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
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								    DrawText(FormatText("%5.1f°", angle), x - MeasureText(FormatText("%5.1f°", angle), textSize) / 2, y + 10, textSize, DARKGRAY); 
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								    DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);  
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								}
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