/**********************************************************************************************
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								*
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								*   raylib.shapes
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								*
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								*   Basic functions to draw 2d Shapes and check collisions
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
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								*
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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								*
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								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#include "raylib.h"
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								#include <stdlib.h>     // Required for abs() function
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								#include <math.h>       // Math related functions, sin() and cos() used on DrawCircle*
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								                        // sqrt() and pow() and abs() used on CheckCollision*
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								#include "rlgl.h"       // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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								//----------------------------------------------------------------------------------
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								// Defines and Macros
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								//----------------------------------------------------------------------------------
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								// Nop...
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								// Not here...
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition
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								//----------------------------------------------------------------------------------
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								extern unsigned int whiteTexture;
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								//----------------------------------------------------------------------------------
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								// Module specific Functions Declaration
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								//----------------------------------------------------------------------------------
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								// No private (static) functions in this module (.c file)
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								//----------------------------------------------------------------------------------
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								// Module Functions Definition
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								//----------------------------------------------------------------------------------
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								// Draw a pixel
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								void DrawPixel(int posX, int posY, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2i(posX, posY);
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								        rlVertex2i(posX + 1, posY + 1);
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								    rlEnd();
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								}
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								// Draw a pixel (Vector version)
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								void DrawPixelV(Vector2 position, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2f(position.x, position.y);
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								        rlVertex2i(position.x + 1, position.y + 1);
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								    rlEnd();
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								}
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								// Draw a line
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								void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2i(startPosX, startPosY);
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								        rlVertex2i(endPosX, endPosY);
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								    rlEnd();
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								}
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								// Draw a line  (Vector version)
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								void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2f(startPos.x, startPos.y);
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								        rlVertex2f(endPos.x, endPos.y);
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								    rlEnd();
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								}
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								// Draw a color-filled circle
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								void DrawCircle(int centerX, int centerY, float radius, Color color)
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								{
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								    DrawPoly((Vector2){ centerX, centerY }, 36, radius, 0, color);
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								}
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								// Draw a gradient-filled circle
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								// NOTE: Gradient goes from center (color1) to border (color2)
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								void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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								{
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								    rlBegin(RL_TRIANGLES);
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								        for (int i = 0; i < 360; i += 10)
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								        {
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								            rlColor4ub(color1.r, color1.g, color1.b, color1.a);
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								            rlVertex2i(centerX, centerY);
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								            rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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								            rlVertex2f(centerX + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius);
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								            rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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								            rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(DEG2RAD*(i + 10))*radius);
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								        }
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								    rlEnd();
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								}
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								// Draw a color-filled circle (Vector version)
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								void DrawCircleV(Vector2 center, float radius, Color color)
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								{
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								    rlBegin(RL_TRIANGLES);
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								        for (int i = 0; i < 360; i += 10)
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								        {
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								            rlColor4ub(color.r, color.g, color.b, color.a);
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								            rlVertex2i(center.x, center.y);
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								            rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
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								            rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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								        }
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								    rlEnd();
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								}
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								// Draw circle outline
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								void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
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								        for (int i = 0; i < 360; i += 10)
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								        {
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								            rlVertex2f(centerX + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius);
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								            rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(DEG2RAD*(i + 10))*radius);
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								        }
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								   rlEnd();
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								}
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								// Draw a color-filled rectangle
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								void DrawRectangle(int posX, int posY, int width, int height, Color color)
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								{
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								    Vector2 position = { (float)posX, (float)posY };
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								    Vector2 size = { (float)width, (float)height };
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								    DrawRectangleV(position, size, color);
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								}
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								// Draw a color-filled rectangle
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								void DrawRectangleRec(Rectangle rec, Color color)
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								{
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								    DrawRectangle(rec.x, rec.y, rec.width, rec.height, color);
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								}
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								// Draw a gradient-filled rectangle
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								// NOTE: Gradient goes from bottom (color1) to top (color2)
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								void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2)
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								{
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								    rlBegin(RL_TRIANGLES);
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								        rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY);
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								        rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX, posY + height);
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								        rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height);
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								        rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY);
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								        rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height);
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								        rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX + width, posY);
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								    rlEnd();
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								}
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								// Draw a color-filled rectangle (Vector version)
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								void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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								{
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								    if (rlGetVersion() == OPENGL_11)
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								    {
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								        rlBegin(RL_TRIANGLES);
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								            rlColor4ub(color.r, color.g, color.b, color.a);
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								            rlVertex2i(position.x, position.y);
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								            rlVertex2i(position.x, position.y + size.y);
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								            rlVertex2i(position.x + size.x, position.y + size.y);
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								            rlVertex2i(position.x, position.y);
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								            rlVertex2i(position.x + size.x, position.y + size.y);
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								            rlVertex2i(position.x + size.x, position.y);
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								        rlEnd();
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								    }
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								    else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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								    {
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								        // NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw)
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								        rlEnableTexture(whiteTexture); // Default white texture
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								        rlBegin(RL_QUADS);
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								            rlColor4ub(color.r, color.g, color.b, color.a);
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								            rlNormal3f(0.0f, 0.0f, 1.0f);
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								            rlTexCoord2f(0.0f, 0.0f);
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								            rlVertex2f(position.x, position.y);
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								            rlTexCoord2f(0.0f, 1.0f);
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								            rlVertex2f(position.x, position.y + size.y);
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								            rlTexCoord2f(1.0f, 1.0f);
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								            rlVertex2f(position.x + size.x, position.y + size.y);
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								            rlTexCoord2f(1.0f, 0.0f);
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								            rlVertex2f(position.x + size.x, position.y);
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								        rlEnd();
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								        rlDisableTexture();
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								    }
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								}
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								// Draw rectangle outline
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								void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2i(posX + 1, posY + 1);
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								        rlVertex2i(posX + width, posY + 1);
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								        rlVertex2i(posX + width, posY + 1);
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								        rlVertex2i(posX + width, posY + height);
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								        rlVertex2i(posX + width, posY + height);
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								        rlVertex2i(posX + 1, posY + height);
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								        rlVertex2i(posX + 1, posY + height);
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								        rlVertex2i(posX + 1, posY + 1);
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								    rlEnd();
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								}
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								// Draw a triangle
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								void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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								{
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								    rlBegin(RL_TRIANGLES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2f(v1.x, v1.y);
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								        rlVertex2f(v2.x, v2.y);
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								        rlVertex2f(v3.x, v3.y);
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								    rlEnd();
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								}
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								void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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								{
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								    rlBegin(RL_LINES);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        rlVertex2f(v1.x, v1.y);
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								        rlVertex2f(v2.x, v2.y);
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								        rlVertex2f(v2.x, v2.y);
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								        rlVertex2f(v3.x, v3.y);
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								        rlVertex2f(v3.x, v3.y);
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								        rlVertex2f(v1.x, v1.y);
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								    rlEnd();
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								}
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								// Draw a regular polygon of n sides (Vector version)
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								void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
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								{
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								    if (sides < 3) sides = 3;
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								    rlPushMatrix();
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								        rlTranslatef(center.x, center.y, 0.0);
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								        rlRotatef(rotation, 0, 0, 1);
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								        rlBegin(RL_TRIANGLES);
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								            for (int i = 0; i < 360; i += 360/sides)
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								            {
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								                rlColor4ub(color.r, color.g, color.b, color.a);
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								                rlVertex2i(0, 0);
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								                rlVertex2f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius);
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								                rlVertex2f(sin(DEG2RAD*(i + 360/sides))*radius, cos(DEG2RAD*(i + 360/sides))*radius);
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								            }
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								        rlEnd();
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								    rlPopMatrix();
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								}
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								// Draw a closed polygon defined by points
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								// NOTE: Array num elements MUST be passed as parameter to function
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								void DrawPolyEx(Vector2 *points, int numPoints, Color color)
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						|
								{
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								    if (numPoints >= 3)
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								    {
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								        rlBegin(RL_TRIANGLES);
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								            rlColor4ub(color.r, color.g, color.b, color.a);
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							 | 
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								            for (int i = 0; i < numPoints - 2; i++)
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								            {
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								                rlVertex2f(points[i].x, points[i].y);
							 | 
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								                rlVertex2f(points[i + 1].x, points[i + 1].y);
							 | 
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								                rlVertex2f(points[i + 2].x, points[i + 2].y);
							 | 
						|
								            }
							 | 
						|
								        rlEnd();
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Draw polygon lines
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						|
								// NOTE: Array num elements MUST be passed as parameter to function
							 | 
						|
								void DrawPolyExLines(Vector2 *points, int numPoints, Color color)
							 | 
						|
								{
							 | 
						|
								    if (numPoints >= 2)
							 | 
						|
								    {
							 | 
						|
								        rlBegin(RL_LINES);
							 | 
						|
								            rlColor4ub(color.r, color.g, color.b, color.a);
							 | 
						|
								
							 | 
						|
								            for (int i = 0; i < numPoints - 1; i++)
							 | 
						|
								            {
							 | 
						|
								                rlVertex2f(points[i].x, points[i].y);
							 | 
						|
								                rlVertex2f(points[i + 1].x, points[i + 1].y);
							 | 
						|
								            }
							 | 
						|
								        rlEnd();
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								// Module Functions Definition - Collision Detection functions
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								// Check if point is inside rectangle
							 | 
						|
								bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
							 | 
						|
								{
							 | 
						|
								    bool collision = false;
							 | 
						|
								
							 | 
						|
								    if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
							 | 
						|
								
							 | 
						|
								    return collision;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Check if point is inside circle
							 | 
						|
								bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
							 | 
						|
								{
							 | 
						|
								    return CheckCollisionCircles(point, 0, center, radius);
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Check if point is inside a triangle defined by three points (p1, p2, p3)
							 | 
						|
								bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
							 | 
						|
								{
							 | 
						|
								    bool collision = false;
							 | 
						|
								
							 | 
						|
								    float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) /
							 | 
						|
								                  ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
							 | 
						|
								
							 | 
						|
								    float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) /
							 | 
						|
								                 ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
							 | 
						|
								
							 | 
						|
								    float gamma = 1.0f - alpha - beta;
							 | 
						|
								
							 | 
						|
								    if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;
							 | 
						|
								
							 | 
						|
								    return collision;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Check collision between two rectangles
							 | 
						|
								bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
							 | 
						|
								{
							 | 
						|
								    bool collision = false;
							 | 
						|
								
							 | 
						|
								    int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
							 | 
						|
								    int dy = abs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
							 | 
						|
								
							 | 
						|
								    if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
							 | 
						|
								
							 | 
						|
								    return collision;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Check collision between two circles
							 | 
						|
								bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
							 | 
						|
								{
							 | 
						|
								    bool collision = false;
							 | 
						|
								
							 | 
						|
								    float dx = center2.x - center1.x;      // X distance between centers
							 | 
						|
								    float dy = center2.y - center1.y;      // Y distance between centers
							 | 
						|
								
							 | 
						|
								    float distance = sqrt(dx*dx + dy*dy);  // Distance between centers
							 | 
						|
								
							 | 
						|
								    if (distance <= (radius1 + radius2)) collision = true;
							 | 
						|
								
							 | 
						|
								    return collision;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Check collision between circle and rectangle
							 | 
						|
								bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
							 | 
						|
								{
							 | 
						|
								    bool collision = false;
							 | 
						|
								
							 | 
						|
								    float dx = fabs((rec.x + rec.width/2) - center.x);
							 | 
						|
								    float dy = fabs((rec.y + rec.height/2) - center.y);
							 | 
						|
								
							 | 
						|
								    if ((dx <= (rec.width/2 + radius)) && (dy <= (rec.height/2 + radius))) collision = true;
							 | 
						|
								
							 | 
						|
								    return collision;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Get collision rectangle for two rectangles collision
							 | 
						|
								Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
							 | 
						|
								{
							 | 
						|
								    Rectangle retRec = { 0, 0, 0, 0 };
							 | 
						|
								
							 | 
						|
								    if (CheckCollisionRecs(rec1, rec2))
							 | 
						|
								    {
							 | 
						|
								        int dxx = abs(rec1.x - rec2.x);
							 | 
						|
								        int dyy = abs(rec1.y - rec2.y);
							 | 
						|
								
							 | 
						|
								        if (rec1.x <= rec2.x)
							 | 
						|
								        {
							 | 
						|
								            if (rec1.y <= rec2.y)
							 | 
						|
								            {
							 | 
						|
								                retRec.x = rec2.x;
							 | 
						|
								                retRec.y = rec2.y;
							 | 
						|
								                retRec.width = rec1.width - dxx;
							 | 
						|
								                retRec.height = rec1.height - dyy;
							 | 
						|
								            }
							 | 
						|
								            else
							 | 
						|
								            {
							 | 
						|
								                retRec.x = rec2.x;
							 | 
						|
								                retRec.y = rec1.y;
							 | 
						|
								                retRec.width = rec1.width - dxx;
							 | 
						|
								                retRec.height = rec2.height - dyy;
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								        else
							 | 
						|
								        {
							 | 
						|
								            if (rec1.y <= rec2.y)
							 | 
						|
								            {
							 | 
						|
								                retRec.x = rec1.x;
							 | 
						|
								                retRec.y = rec2.y;
							 | 
						|
								                retRec.width = rec2.width - dxx;
							 | 
						|
								                retRec.height = rec1.height - dyy;
							 | 
						|
								            }
							 | 
						|
								            else
							 | 
						|
								            {
							 | 
						|
								                retRec.x = rec1.x;
							 | 
						|
								                retRec.y = rec1.y;
							 | 
						|
								                retRec.width = rec2.width - dxx;
							 | 
						|
								                retRec.height = rec2.height - dyy;
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								        if (retRec.width >= rec2.width) retRec.width = rec2.width;
							 | 
						|
								        if (retRec.height >= rec2.height) retRec.height = rec2.height;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    return retRec;
							 | 
						|
								}
							 |