Added RaycastGround and ray picking example
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@ -203,6 +203,7 @@ EXAMPLES = \
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core_gestures_detection \
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core_gestures_detection \
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core_3d_mode \
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core_3d_mode \
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core_3d_picking \
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core_3d_picking \
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core_3d_raypick \
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core_3d_camera_free \
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core_3d_camera_free \
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core_3d_camera_first_person \
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core_3d_camera_first_person \
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core_2d_camera \
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core_2d_camera \
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@ -320,6 +321,11 @@ core_3d_mode: core_3d_mode.c
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core_3d_picking: core_3d_picking.c
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core_3d_picking: core_3d_picking.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [core] example - 3d ray picking
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core_3d_raypick: core_3d_raypick.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [core] example - 3d camera free
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# compile [core] example - 3d camera free
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core_3d_camera_free: core_3d_camera_free.c
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core_3d_camera_free: core_3d_camera_free.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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118
examples/core_3d_raypick.c
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118
examples/core_3d_raypick.c
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@ -0,0 +1,118 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Ray-Picking in 3d mode, also ground plane
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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 ray picking");
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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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 (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Vector3 groundCursorPos = { 0 };
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Ray ray; // Picking line ray
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bool collision = false;
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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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 camera
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// if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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// {
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// // NOTE: This function is NOT WORKING properly!
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// ray = GetMouseRay(GetMousePosition(), camera);
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// // Check collision between ray and box
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// collision = CheckCollisionRayBox(ray,
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// (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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// (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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// }
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ray = GetMouseRay(GetMousePosition(), camera);
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RayHitInfo hitinfo = RaycastGroundPlane( ray, 0.0 );
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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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if (collision)
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{
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
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DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
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}
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else
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{
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
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}
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if (hitinfo.hit) {
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groundCursorPos = hitinfo.hitPosition;
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groundCursorPos.y += 0.25; // Offset so the cube rests on the ground
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printf("Hit: groundpos %3.2f %3.2f %3.2f\n",
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groundCursorPos.x, groundCursorPos.y, groundCursorPos.z );
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DrawCubeWires( groundCursorPos, 0.5, 0.5, 0.5, RED );
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}
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DrawRay(ray, MAROON);
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DrawGrid(10, 1.0f);
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End3dMode();
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//DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
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//if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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15
src/raylib.h
15
src/raylib.h
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@ -97,6 +97,9 @@
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#define DEG2RAD (PI/180.0f)
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#define DEG2RAD (PI/180.0f)
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#define RAD2DEG (180.0f/PI)
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#define RAD2DEG (180.0f/PI)
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// A small number
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#define EPSILON 0.000001
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// raylib Config Flags
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// raylib Config Flags
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#define FLAG_FULLSCREEN_MODE 1
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#define FLAG_FULLSCREEN_MODE 1
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#define FLAG_RESIZABLE_WINDOW 2
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#define FLAG_RESIZABLE_WINDOW 2
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@ -491,6 +494,13 @@ typedef struct Ray {
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Vector3 direction; // Ray direction
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Vector3 direction; // Ray direction
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} Ray;
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} Ray;
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// Information returned from a raycast
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typedef struct RayHitInfo {
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bool hit; // Did the ray hit something?
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Vector3 hitPosition; // Position of nearest hit
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Vector3 hitNormal; // Surface normal of hit
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} RayHitInfo;
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// Wave type, defines audio wave data
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// Wave type, defines audio wave data
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typedef struct Wave {
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typedef struct Wave {
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unsigned int sampleCount; // Number of samples
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unsigned int sampleCount; // Number of samples
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@ -910,6 +920,11 @@ RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphe
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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//------------------------------------------------------------------------------------
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// Ray Casts
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//------------------------------------------------------------------------------------
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RLAPI RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight );
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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// NOTE: This functions are useless when using OpenGL 1.1
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20
src/shapes.c
20
src/shapes.c
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@ -534,3 +534,23 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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return retRec;
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return retRec;
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}
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}
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RayHitInfo RaycastGroundPlane( Ray ray, float groundHeight )
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{
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RayHitInfo result = {0};
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if (fabs(ray.direction.y) > EPSILON)
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{
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float t = (ray.position.y - groundHeight) / -ray.direction.y;
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if (t >= 0.0) {
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Vector3 camDir = ray.direction;
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VectorScale( &camDir, t );
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result.hit = true;
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result.hitNormal = (Vector3){ 0.0, 1.0, 0.0};
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result.hitPosition = VectorAdd( ray.position, camDir );
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}
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}
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return result;
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}
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