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								/*******************************************************************************************
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								*
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								*   raylib [models] example - Drawing billboards
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								*
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								*   Example originally created with raylib 1.3, last time updated with raylib 3.5
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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) 2015-2022 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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								//------------------------------------------------------------------------------------
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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 - drawing billboards");
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								    // Define the camera to look into our 3d world
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
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								    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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								    camera.fovy = 45.0f;
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								    camera.projection = CAMERA_PERSPECTIVE;
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								    Texture2D bill = LoadTexture("resources/billboard.png");     // Our billboard texture
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								    Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f };                 // Position of billboard
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								    Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f };
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								    // Entire billboard texture, source is used to take a segment from a larger texture.
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								    Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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								    // NOTE: Billboard locked on axis-Y
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								    Vector3 billUp = { 0.0f, 1.0f, 0.0f };
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								    // Rotate around origin
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								    // Here we choose to rotate around the image center
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								    // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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								    Vector2 rotateOrigin = { 0.0f };
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								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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								    // Distance is needed for the correct billboard draw order
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								    // Larger distance (further away from the camera) should be drawn prior to smaller distance.
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								    float distanceStatic;
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								    float distanceRotating;
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								    float rotation = 0.0f;
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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);
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								        rotation += 0.4f;
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								        distanceStatic = Vector3Distance(camera.position, billPositionStatic);
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								        distanceRotating = Vector3Distance(camera.position, billPositionRotating);
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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);        // Draw a grid
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								                // Draw order matters!
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								                if (distanceStatic > distanceRotating) 
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								                {
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								                    DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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								                    DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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								                } 
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								                else
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								                {
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								                    DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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								                    DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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								                }
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								            EndMode3D();
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								            DrawFPS(10, 10);
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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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								    UnloadTexture(bill);        // Unload texture
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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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