Merge branch 'raysan5:master' into master

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hkc 2022-10-20 08:37:26 +03:00 committed by GitHub
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@ -12,6 +12,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to
| Raylib-CsLo | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo | | Raylib-CsLo | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo |
| cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib | | cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib |
| raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr | | raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
| raylib-c3 | **4.5-dev** | [C3](https://c3-lang.org/) | MIT | https://github.com/Its-Kenta/Raylib-C3 |
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib | | dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
| bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 | | bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 |
| dray | **4.0** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/xdrie/dray | | dray | **4.0** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/xdrie/dray |
@ -53,6 +54,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to
| raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib | | raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib |
| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes | | raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes |
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib | | raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
| raylib-umka | **4.2** | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | https://github.com/robloach/raylib-umka |
| raylib.v | **4.2** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v | | raylib.v | **4.2** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v |
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren | | raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
| raylib-zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig | | raylib-zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig |

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@ -66,6 +66,9 @@ int main(void)
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD); DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK); DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
DrawCapsule ((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, VIOLET);
DrawCapsuleWires((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, PURPLE);
DrawGrid(10, 1.0f); // Draw a grid DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); EndMode3D();

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@ -1244,6 +1244,7 @@ RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Col
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
// Image manipulation functions // Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
@ -1422,6 +1423,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f
RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))

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@ -817,6 +817,284 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
rlEnd(); rlEnd();
} }
// Draw a capsule with the center of its sphere caps at startPos and endPos
void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color)
{
if (slices < 3) slices = 3;
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
// draw a sphere if start and end points are the same
bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0);
if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f};
// Construct a basis of the base and the caps:
Vector3 b0 = Vector3Normalize(direction);
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
Vector3 capCenter = endPos;
float baseSliceAngle = (2.0f*PI)/slices;
float baseRingAngle = PI * 0.5 / rings;
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// render both caps
for (int c = 0; c < 2; c++)
{
for (int i = 0; i < rings; i++)
{
for (int j = 0; j < slices; j++)
{
// we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier
// as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i))
// as we iterate through the rings they must get smaller by the cos(angle(i))
// compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
Vector3 w1 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius
};
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
Vector3 w2 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius
};
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
Vector3 w3 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius
};
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
Vector3 w4 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
};
// make sure cap triangle normals are facing outwards
if(c == 0)
{
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w4.x, w4.y, w4.z);
rlVertex3f(w3.x, w3.y, w3.z);
}
else
{
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w4.x, w4.y, w4.z);
}
}
}
capCenter = startPos;
b0 = Vector3Scale(b0, -1.0f);
}
// render middle
if (!sphereCase)
{
for (int j = 0; j < slices; j++)
{
// compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius;
float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius;
Vector3 w1 = {
startPos.x + ringSin1*b1.x + ringCos1*b2.x,
startPos.y + ringSin1*b1.y + ringCos1*b2.y,
startPos.z + ringSin1*b1.z + ringCos1*b2.z
};
float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius;
float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius;
Vector3 w2 = {
startPos.x + ringSin2*b1.x + ringCos2*b2.x,
startPos.y + ringSin2*b1.y + ringCos2*b2.y,
startPos.z + ringSin2*b1.z + ringCos2*b2.z
};
float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius;
float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius;
Vector3 w3 = {
endPos.x + ringSin3*b1.x + ringCos3*b2.x,
endPos.y + ringSin3*b1.y + ringCos3*b2.y,
endPos.z + ringSin3*b1.z + ringCos3*b2.z
};
float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius;
float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius;
Vector3 w4 = {
endPos.x + ringSin4*b1.x + ringCos4*b2.x,
endPos.y + ringSin4*b1.y + ringCos4*b2.y,
endPos.z + ringSin4*b1.z + ringCos4*b2.z
};
// w2 x.-----------x startPos
rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 /
rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. /
rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. /
// | 2 \ T 'x w1
rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos
rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/
rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | /
// '.\|/
// 'x w3
}
}
rlEnd();
}
// Draw capsule wires with the center of its sphere caps at startPos and endPos
void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color)
{
if (slices < 3) slices = 3;
Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
// draw a sphere if start and end points are the same
bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0);
if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f};
// Construct a basis of the base and the caps:
Vector3 b0 = Vector3Normalize(direction);
Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
Vector3 capCenter = endPos;
float baseSliceAngle = (2.0f*PI)/slices;
float baseRingAngle = PI * 0.5 / rings;
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// render both caps
for (int c = 0; c < 2; c++)
{
for (int i = 0; i < rings; i++)
{
for (int j = 0; j < slices; j++)
{
// we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier
// as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i))
// as we iterate through the rings they must get smaller by the cos(angle(i))
// compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
Vector3 w1 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius
};
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
Vector3 w2 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius
};
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
Vector3 w3 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius
};
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
Vector3 w4 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
};
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w4.x, w4.y, w4.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w4.x, w4.y, w4.z);
}
}
capCenter = startPos;
b0 = Vector3Scale(b0, -1.0f);
}
// render middle
if (!sphereCase)
{
for (int j = 0; j < slices; j++)
{
// compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius;
float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius;
Vector3 w1 = {
startPos.x + ringSin1*b1.x + ringCos1*b2.x,
startPos.y + ringSin1*b1.y + ringCos1*b2.y,
startPos.z + ringSin1*b1.z + ringCos1*b2.z
};
float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius;
float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius;
Vector3 w2 = {
startPos.x + ringSin2*b1.x + ringCos2*b2.x,
startPos.y + ringSin2*b1.y + ringCos2*b2.y,
startPos.z + ringSin2*b1.z + ringCos2*b2.z
};
float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius;
float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius;
Vector3 w3 = {
endPos.x + ringSin3*b1.x + ringCos3*b2.x,
endPos.y + ringSin3*b1.y + ringCos3*b2.y,
endPos.z + ringSin3*b1.z + ringCos3*b2.z
};
float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius;
float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius;
Vector3 w4 = {
endPos.x + ringSin4*b1.x + ringCos4*b2.x,
endPos.y + ringSin4*b1.y + ringCos4*b2.y,
endPos.z + ringSin4*b1.z + ringCos4*b2.z
};
rlVertex3f(w1.x, w1.y, w1.z);
rlVertex3f(w3.x, w3.y, w3.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w4.x, w4.y, w4.z);
rlVertex3f(w2.x, w2.y, w2.z);
rlVertex3f(w3.x, w3.y, w3.z);
}
}
rlEnd();
}
// Draw a plane // Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color) void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{ {

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@ -893,6 +893,25 @@ Image GenImageCellular(int width, int height, int tileSize)
return image; return image;
} }
// Generate image: grayscale image from text data
Image GenImageText(int width, int height, const char *text)
{
Image image = { 0 };
int textLength = TextLength(text);
int imageViewSize = width*height;
image.width = width;
image.height = height;
image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE;
image.data = RL_CALLOC(imageViewSize, 1);
image.mipmaps = 1;
memcpy(image.data, text, (textLength > imageViewSize)? imageViewSize : textLength);
return image;
}
#endif // SUPPORT_IMAGE_GENERATION #endif // SUPPORT_IMAGE_GENERATION
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------