Move all constants and types to raylib.go
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12 changed files with 916 additions and 910 deletions
375
raylib/core.go
375
raylib/core.go
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@ -7,448 +7,89 @@ package raylib
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import "C"
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import (
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"io"
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"unsafe"
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)
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// Some basic Defines
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const (
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Pi = 3.1415927
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Deg2rad = 0.017453292
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Rad2deg = 57.295776
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// Raylib Config Flags
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// Set to show raylib logo at startup
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FlagShowLogo = 1
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// Set to run program in fullscreen
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FlagFullscreenMode = 2
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// Set to allow resizable window
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FlagWindowResizable = 4
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// Set to show window decoration (frame and buttons)
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FlagWindowDecorated = 8
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// Set to allow transparent window
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FlagWindowTransparent = 16
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// Set to try enabling MSAA 4X
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FlagMsaa4xHint = 32
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// Set to try enabling V-Sync on GPU
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FlagVsyncHint = 64
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// Keyboard Function Keys
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KeySpace = 32
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KeyEscape = 256
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KeyEnter = 257
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KeyBackspace = 259
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KeyRight = 262
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KeyLeft = 263
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KeyDown = 264
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KeyUp = 265
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KeyF1 = 290
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KeyF2 = 291
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KeyF3 = 292
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KeyF4 = 293
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KeyF5 = 294
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KeyF6 = 295
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KeyF7 = 296
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KeyF8 = 297
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KeyF9 = 298
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KeyF10 = 299
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KeyF11 = 300
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KeyF12 = 301
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KeyLeftShift = 340
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KeyLeftControl = 341
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KeyLeftAlt = 342
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KeyRightShift = 344
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KeyRightControl = 345
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KeyRightAlt = 346
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// Keyboard Alpha Numeric Keys
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KeyZero = 48
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KeyOne = 49
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KeyTwo = 50
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KeyThree = 51
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KeyFour = 52
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KeyFive = 53
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KeySix = 54
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KeySeven = 55
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KeyEight = 56
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KeyNine = 57
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KeyA = 65
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KeyB = 66
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KeyC = 67
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KeyD = 68
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KeyE = 69
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KeyF = 70
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KeyG = 71
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KeyH = 72
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KeyI = 73
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KeyJ = 74
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KeyK = 75
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KeyL = 76
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KeyM = 77
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KeyN = 78
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KeyO = 79
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KeyP = 80
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KeyQ = 81
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KeyR = 82
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KeyS = 83
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KeyT = 84
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KeyU = 85
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KeyV = 86
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KeyW = 87
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KeyX = 88
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KeyY = 89
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KeyZ = 90
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// Android keys
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KeyBack = 4
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KeyMenu = 82
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KeyVolumeUp = 24
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KeyVolumeDown = 25
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// Mouse Buttons
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MouseLeftButton = 0
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MouseRightButton = 1
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MouseMiddleButton = 2
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// Touch points registered
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MaxTouchPoints = 2
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// Gamepad Number
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GamepadPlayer1 = 0
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GamepadPlayer2 = 1
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GamepadPlayer3 = 2
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GamepadPlayer4 = 3
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// Gamepad Buttons/Axis
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// PS3 USB Controller Buttons
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GamepadPs3ButtonTriangle = 0
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GamepadPs3ButtonCircle = 1
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GamepadPs3ButtonCross = 2
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GamepadPs3ButtonSquare = 3
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GamepadPs3ButtonL1 = 6
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GamepadPs3ButtonR1 = 7
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GamepadPs3ButtonL2 = 4
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GamepadPs3ButtonR2 = 5
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GamepadPs3ButtonStart = 8
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GamepadPs3ButtonSelect = 9
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GamepadPs3ButtonUp = 24
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GamepadPs3ButtonRight = 25
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GamepadPs3ButtonDown = 26
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GamepadPs3ButtonLeft = 27
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GamepadPs3ButtonPs = 12
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// PS3 USB Controller Axis
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GamepadPs3AxisLeftX = 0
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GamepadPs3AxisLeftY = 1
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GamepadPs3AxisRightX = 2
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GamepadPs3AxisRightY = 5
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// [1..-1] (pressure-level)
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GamepadPs3AxisL2 = 3
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// [1..-1] (pressure-level)
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GamepadPs3AxisR2 = 4
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// Xbox360 USB Controller Buttons
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GamepadXboxButtonA = 0
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GamepadXboxButtonB = 1
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GamepadXboxButtonX = 2
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GamepadXboxButtonY = 3
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GamepadXboxButtonLb = 4
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GamepadXboxButtonRb = 5
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GamepadXboxButtonSelect = 6
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GamepadXboxButtonStart = 7
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GamepadXboxButtonUp = 10
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GamepadXboxButtonRight = 11
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GamepadXboxButtonDown = 12
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GamepadXboxButtonLeft = 13
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GamepadXboxButtonHome = 8
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// Xbox360 USB Controller Axis
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// [-1..1] (left->right)
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GamepadXboxAxisLeftX = 0
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// [1..-1] (up->down)
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GamepadXboxAxisLeftY = 1
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// [-1..1] (left->right)
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GamepadXboxAxisRightX = 2
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// [1..-1] (up->down)
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GamepadXboxAxisRightY = 3
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// [-1..1] (pressure-level)
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GamepadXboxAxisLt = 4
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// [-1..1] (pressure-level)
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GamepadXboxAxisRt = 5
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)
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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var (
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// Light Gray
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LightGray = NewColor(200, 200, 200, 255)
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// Gray
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Gray = NewColor(130, 130, 130, 255)
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// Dark Gray
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DarkGray = NewColor(80, 80, 80, 255)
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// Yellow
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Yellow = NewColor(253, 249, 0, 255)
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// Gold
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Gold = NewColor(255, 203, 0, 255)
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// Orange
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Orange = NewColor(255, 161, 0, 255)
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// Pink
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Pink = NewColor(255, 109, 194, 255)
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// Red
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Red = NewColor(230, 41, 55, 255)
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// Maroon
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Maroon = NewColor(190, 33, 55, 255)
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// Green
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Green = NewColor(0, 228, 48, 255)
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// Lime
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Lime = NewColor(0, 158, 47, 255)
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// Dark Green
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DarkGreen = NewColor(0, 117, 44, 255)
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// Sky Blue
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SkyBlue = NewColor(102, 191, 255, 255)
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// Blue
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Blue = NewColor(0, 121, 241, 255)
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// Dark Blue
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DarkBlue = NewColor(0, 82, 172, 255)
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// Purple
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Purple = NewColor(200, 122, 255, 255)
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// Violet
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Violet = NewColor(135, 60, 190, 255)
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// Dark Purple
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DarkPurple = NewColor(112, 31, 126, 255)
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// Beige
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Beige = NewColor(211, 176, 131, 255)
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// Brown
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Brown = NewColor(127, 106, 79, 255)
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// Dark Brown
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DarkBrown = NewColor(76, 63, 47, 255)
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// White
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White = NewColor(255, 255, 255, 255)
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// Black
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Black = NewColor(0, 0, 0, 255)
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// Blank (Transparent)
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Blank = NewColor(0, 0, 0, 0)
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// Magenta
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Magenta = NewColor(255, 0, 255, 255)
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// Ray White (RayLib Logo White)
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RayWhite = NewColor(245, 245, 245, 255)
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)
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// Vector2 type
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type Vector2 struct {
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X float32
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Y float32
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}
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// cptr returns C pointer
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func (v *Vector2) cptr() *C.Vector2 {
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return (*C.Vector2)(unsafe.Pointer(v))
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}
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// NewVector2 - Returns new Vector2
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func NewVector2(x, y float32) Vector2 {
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return Vector2{x, y}
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}
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// newVector2FromPointer - Returns new Vector2 from pointer
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func newVector2FromPointer(ptr unsafe.Pointer) Vector2 {
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return *(*Vector2)(ptr)
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}
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// Vector3 type
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type Vector3 struct {
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X float32
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Y float32
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Z float32
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}
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// cptr returns C pointer
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func (v *Vector3) cptr() *C.Vector3 {
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return (*C.Vector3)(unsafe.Pointer(v))
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}
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// NewVector3 - Returns new Vector3
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func NewVector3(X, Y, Z float32) Vector3 {
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return Vector3{X, Y, Z}
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}
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// newVector3FromPointer - Returns new Vector3 from pointer
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func newVector3FromPointer(ptr unsafe.Pointer) Vector3 {
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return *(*Vector3)(ptr)
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}
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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type Matrix struct {
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M0, M4, M8, M12 float32
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M1, M5, M9, M13 float32
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M2, M6, M10, M14 float32
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M3, M7, M11, M15 float32
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}
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// cptr returns C pointer
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func (m *Matrix) cptr() *C.Matrix {
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return (*C.Matrix)(unsafe.Pointer(m))
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}
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// NewMatrix - Returns new Matrix
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func NewMatrix(m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15 float32) Matrix {
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return Matrix{m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15}
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}
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// newMatrixFromPointer - Returns new Matrix from pointer
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func newMatrixFromPointer(ptr unsafe.Pointer) Matrix {
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return *(*Matrix)(ptr)
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}
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// Mat2 type (used for polygon shape rotation matrix)
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type Mat2 struct {
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M00 float32
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M01 float32
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M10 float32
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M11 float32
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}
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// NewMat2 - Returns new Mat2
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func NewMat2(m0, m1, m10, m11 float32) Mat2 {
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return Mat2{m0, m1, m10, m11}
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}
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// Quaternion type
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type Quaternion struct {
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X float32
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Y float32
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Z float32
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W float32
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}
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// NewQuaternion - Returns new Quaternion
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func NewQuaternion(x, y, z, w float32) Quaternion {
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return Quaternion{x, y, z, w}
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}
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// Color type, RGBA (32bit)
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type Color struct {
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R uint8
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G uint8
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B uint8
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A uint8
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}
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// cptr returns C pointer
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func (color *Color) cptr() *C.Color {
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return (*C.Color)(unsafe.Pointer(color))
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}
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// NewColor - Returns new Color
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func NewColor(r, g, b, a uint8) Color {
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return Color{r, g, b, a}
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}
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// newColorFromPointer - Returns new Color from pointer
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func newColorFromPointer(ptr unsafe.Pointer) Color {
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return *(*Color)(ptr)
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}
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// Rectangle type
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type Rectangle struct {
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X int32
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Y int32
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Width int32
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Height int32
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}
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// cptr returns C pointer
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func (r *Rectangle) cptr() *C.Rectangle {
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return (*C.Rectangle)(unsafe.Pointer(r))
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}
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// NewRectangle - Returns new Rectangle
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func NewRectangle(x, y, width, height int32) Rectangle {
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return Rectangle{x, y, width, height}
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}
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// newRectangleFromPointer - Returns new Rectangle from pointer
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func newRectangleFromPointer(ptr unsafe.Pointer) Rectangle {
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return *(*Rectangle)(ptr)
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}
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// Camera type, defines a camera position/orientation in 3d space
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type Camera struct {
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// Camera position
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Position Vector3
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// Camera target it looks-at
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Target Vector3
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// Camera up vector (rotation over its axis)
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Up Vector3
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// Camera field-of-view apperture in Y (degrees)
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Fovy float32
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}
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// cptr returns C pointer
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func (c *Camera) cptr() *C.Camera {
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return (*C.Camera)(unsafe.Pointer(c))
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}
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// NewCamera - Returns new Camera
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func NewCamera(pos, target, up Vector3, fovy float32) Camera {
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return Camera{pos, target, up, fovy}
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}
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// newCameraFromPointer - Returns new Camera from pointer
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func newCameraFromPointer(ptr unsafe.Pointer) Camera {
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return *(*Camera)(ptr)
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}
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// Camera2D type, defines a 2d camera
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type Camera2D struct {
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// Camera offset (displacement from target)
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Offset Vector2
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// Camera target (rotation and zoom origin)
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Target Vector2
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// Camera rotation in degrees
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Rotation float32
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// Camera zoom (scaling), should be 1.0f by default
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Zoom float32
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}
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// cptr returns C pointer
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func (c *Camera2D) cptr() *C.Camera2D {
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return (*C.Camera2D)(unsafe.Pointer(c))
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}
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// NewCamera2D - Returns new Camera2D
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func NewCamera2D(offset, target Vector2, rotation, zoom float32) Camera2D {
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return Camera2D{offset, target, rotation, zoom}
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}
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// newCamera2DFromPointer - Returns new Camera2D from pointer
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func newCamera2DFromPointer(ptr unsafe.Pointer) Camera2D {
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return *(*Camera2D)(ptr)
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}
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// BoundingBox type
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type BoundingBox struct {
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// Minimum vertex box-corner
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Min Vector3
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// Maximum vertex box-corner
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Max Vector3
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}
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// cptr returns C pointer
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func (b *BoundingBox) cptr() *C.BoundingBox {
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return (*C.BoundingBox)(unsafe.Pointer(b))
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}
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// NewBoundingBox - Returns new BoundingBox
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func NewBoundingBox(min, max Vector3) BoundingBox {
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return BoundingBox{min, max}
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}
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// newBoundingBoxFromPointer - Returns new BoundingBox from pointer
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func newBoundingBoxFromPointer(ptr unsafe.Pointer) BoundingBox {
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return *(*BoundingBox)(ptr)
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}
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// Asset file
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type Asset interface {
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io.ReadSeeker
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io.Closer
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}
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// CloseWindow - Close Window and Terminate Context
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func CloseWindow() {
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C.CloseWindow()
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