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								/*******************************************************************************************
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								*
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								*   raylib [core] example - World to screen
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								*
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								*   This example has been created using raylib 1.3 (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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								*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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								    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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								    Vector2 cubeScreenPosition;
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								    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
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								    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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								    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
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								    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
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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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								        UpdateCamera(&camera);          // Update internal camera and our camera
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								        // Calculate cube screen space position (with a little offset to be in top)
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								        cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
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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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								            Begin3dMode(camera);
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								                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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								                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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								                DrawGrid(10, 1.0f);
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								            End3dMode();
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								            DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
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								            DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, 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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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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