/*******************************************************************************************
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								*
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								*   raylib [models] example - basic voxel
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								*
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								*   Example complexity rating: [★★☆☆] 2/4
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								*
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								*   Example originally created with raylib 5.5, last time updated with raylib 5.5
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								*
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								*   Example contributed by Tim Little (@timlittle) 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) 2025 Tim Little (@timlittle)
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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 WORLD_SIZE 8   // Size of our voxel world (8x8x8 cubes)
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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 - basic voxel");
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								    DisableCursor();                    // Lock mouse to window center
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								    // Define the camera to look into our 3d world (first person)
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								    Camera3D camera = { 0 };
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								    camera.position = (Vector3){ -2.0f, 0.0f, -2.0f };  // Camera position at ground level
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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
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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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								    // Create a cube model
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								    Mesh cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f);      // Create a unit cube mesh
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								    Model cubeModel = LoadModelFromMesh(cubeMesh);       // Convert mesh to a model
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								    cubeModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = BEIGE;
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								    // Initialize voxel world - fill with voxels
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								    bool voxels[WORLD_SIZE][WORLD_SIZE][WORLD_SIZE] = { false };
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								    for (int x = 0; x < WORLD_SIZE; x++)
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								    {
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								        for (int y = 0; y < WORLD_SIZE; y++)
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								        {
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								            for (int z = 0; z < WORLD_SIZE; z++)
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								            {
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								                voxels[x][y][z] = true;
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								            }
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								        }
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								    }
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								    SetTargetFPS(60);
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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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								        UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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								        // Handle voxel removal with mouse click
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								        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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								        {
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								            // Cast a ray from the screen center (where crosshair would be)
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								            Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
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								            Ray ray = GetMouseRay(screenCenter, camera);
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								            // Check ray collision with all voxels
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								            bool voxelRemoved = false;
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								            for (int x = 0; (x < WORLD_SIZE) && !voxelRemoved; x++)
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								            {
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								                for (int y = 0; (y < WORLD_SIZE) && !voxelRemoved; y++)
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								                {
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								                    for (int z = 0; (z < WORLD_SIZE) && !voxelRemoved; z++)
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								                    {
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								                        if (!voxels[x][y][z]) continue; // Skip empty voxels
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								                        // Build a bounding box for this voxel
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								                        Vector3 position = { x, y, z };
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								                        BoundingBox box = {
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								                            (Vector3){ position.x - 0.5f, position.y - 0.5f, position.z - 0.5f },
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								                            (Vector3){ position.x + 0.5f, position.y + 0.5f, position.z + 0.5f }
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								                        };
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								                        // Check ray-box collision
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								                        RayCollision collision = GetRayCollisionBox(ray, box);
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								                        if (collision.hit)
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								                        {
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								                            voxels[x][y][z] = false;    // Remove this voxel
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								                            voxelRemoved = true;        // Exit all loops
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								                        }
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								                    }
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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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								                DrawGrid(10, 1.0f);
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								                // Draw all voxels
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								                for (int x = 0; x < WORLD_SIZE; x++)
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								                {
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								                    for (int y = 0; y < WORLD_SIZE; y++)
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								                    {
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								                        for (int z = 0; z < WORLD_SIZE; z++)
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								                        {
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								                            if (!voxels[x][y][z]) continue;
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								                            Vector3 position = { x, y, z };
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								                            DrawModel(cubeModel, position, 1.0f, BEIGE);
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								                            DrawCubeWires(position, 1.0f, 1.0f, 1.0f, BLACK);
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								                        }
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								                    }
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								                }
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								            EndMode3D();
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								            DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
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								            DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
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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(cubeModel);
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								    CloseWindow();
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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