Fixed issues after merge
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@ -81,7 +81,7 @@ int main(void)
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ray = GetMouseRay(GetMousePosition(), camera);
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// Check ray collision against ground quad
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RayCollision collision = GetRayCollisionQuad(ray, g0, g1, g2, g3);
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RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
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DrawPoint3D(g0, RED);
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if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
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@ -104,10 +104,10 @@ int main(void)
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}
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// Check ray collision against test sphere
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RayCollision sphHitInfo = GetRayCollisionSphere(ray, sp, sr);
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RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
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if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) {
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nearestHit = sphHitInfo;
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if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) {
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collision = sphereHitInfo;
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cursorColor = ORANGE;
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hitObjectName = "Sphere";
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}
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@ -115,7 +115,7 @@ int main(void)
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
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if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance))
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if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
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{
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collision = boxHitInfo;
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cursorColor = ORANGE;
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@ -3204,11 +3204,11 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3
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// Get collision info between ray and quad
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// NOTE: The points are expected to be in counter-clockwise winding
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RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) {
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RayCollision result = { 0 };
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RayCollision collision = { 0 };
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result = GetRayCollisionTriangle(ray, p1, p2, p4);
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collision = GetRayCollisionTriangle(ray, p1, p2, p4);
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if (!result.hit) result = GetRayCollisionTriangle(ray, p2, p3, p4);
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if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4);
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return collision;
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}
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