Complete models_loading example.

This had a few things missing/commented, but after fixing the load paths
and uncommenting code, it seems to work fine for me.

I also ran `zig format` on the example, I can submit a PR without that
if it isn't ideal.
This commit is contained in:
Ryan Roden-Corrent 2021-07-24 16:21:49 -04:00
parent 1996635c5b
commit 51b327fa03
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@ -7,8 +7,9 @@
usingnamespace @import("raylib");
pub fn main() anyerror!void
{
const resourceDir = "raylib/examples/models/resources/";
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
@ -17,42 +18,41 @@ pub fn main() anyerror!void
InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
// Define the camera to look into our 3d world
var camera = Camera {
.position = Vector3 { .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
.target = Vector3 { .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
.up = Vector3 { .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.type = CameraType.CAMERA_PERSPECTIVE // Camera mode type
var camera = Camera{
.position = Vector3{ .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
.target = Vector3{ .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
.up = Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.type = CameraType.CAMERA_PERSPECTIVE, // Camera mode type
};
var model = LoadModel("resources/models/castle.obj"); // Load model
var texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
//var position = Vector3 { .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled
camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
var selected = false; // Selected object flag
var selected = false; // Selected object flag
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
camera.Update();
// Load new models/textures on drag&drop
if (IsFileDropped())
{
if (IsFileDropped()) {
var count: c_int = 0;
var droppedFiles = GetDroppedFiles(&count);
@ -60,17 +60,16 @@ pub fn main() anyerror!void
{
if (IsFileExtension(droppedFiles[0], ".obj") or
IsFileExtension(droppedFiles[0], ".gltf") or
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
{
UnloadModel(model); // Unload previous model
model = LoadModel(droppedFiles[0]); // Load new model
UnloadModel(model); // Unload previous model
model = LoadModel(droppedFiles[0]); // Load new model
model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set current map diffuse texture
bounds = MeshBoundingBox(model.meshes[0]);
// TODO: Move camera position from target enough distance to visualize model properly
}
else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
} else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
{
// Unload current model texture and load new one
UnloadTexture(texture);
@ -79,21 +78,17 @@ pub fn main() anyerror!void
}
}
ClearDroppedFiles(); // Clear internal buffers
ClearDroppedFiles(); // Clear internal buffers
}
// Select model on mouse click
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON))
{
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) {
// Check collision between ray and box
//if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds))
//{
// selected = !selected;
//}
//else
//{
// selected = false;
//}
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) {
selected = !selected;
} else {
selected = false;
}
}
//----------------------------------------------------------------------------------
@ -101,24 +96,24 @@ pub fn main() anyerror!void
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
camera.Begin();
camera.Begin();
//DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
DrawGrid(20, 10.0); // Draw a grid
DrawGrid(20, 10.0); // Draw a grid
if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
camera.End();
camera.End();
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
@ -126,9 +121,9 @@ pub fn main() anyerror!void
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}