Add a matrix to GetCollisionModel
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@ -123,7 +123,7 @@ int main(void)
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// Check ray collision against model
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// NOTE: It considers model.transform matrix!
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RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
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RayCollision meshHitInfo = GetRayCollisionModel(ray, tower, MatrixIdentity());
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if (meshHitInfo.hit)
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{
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@ -1464,8 +1464,8 @@ RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
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RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model, Matrix transform); // Get collision info between ray and model
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RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
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RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
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@ -3641,13 +3641,15 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
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}
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// Get collision info between ray and model
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RayCollision GetRayCollisionModel(Ray ray, Model model)
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RayCollision GetRayCollisionModel(Ray ray, Model model, Matrix transform)
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{
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RayCollision collision = { 0 };
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Matrix mat = MatrixMultiply(model.transform, transform);
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for (int m = 0; m < model.meshCount; m++)
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{
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RayCollision meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
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RayCollision meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], mat);
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if (meshHitInfo.hit)
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{
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