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https://github.com/Not-Nik/raylib-zig.git
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Merge branch 'devel' of https://github.com/Not-Nik/raylib-zig into devel
Local pull, I'm sorry
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a8d8d4b9bc
@ -1,14 +1,15 @@
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//
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//
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// models_loading
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// models_loading
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// Zig version:
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// Zig version:
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// Author: Nikolas Wipper
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// Author: Nikolas Wipper
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// Date: 2020-02-15
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// Date: 2020-02-15
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//
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//
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usingnamespace @import("raylib");
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usingnamespace @import("raylib");
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pub fn main() anyerror!void
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const resourceDir = "raylib/examples/models/resources/";
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{
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pub fn main() anyerror!void {
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// Initialization
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// Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenWidth = 800;
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@ -17,42 +18,41 @@ pub fn main() anyerror!void
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InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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var camera = Camera {
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var camera = Camera{
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.position = Vector3 { .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
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.position = Vector3{ .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
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.target = Vector3 { .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
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.target = Vector3{ .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
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.up = Vector3 { .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.up = Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.fovy = 45.0, // Camera field-of-view Y
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.fovy = 45.0, // Camera field-of-view Y
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.type = CameraType.CAMERA_PERSPECTIVE // Camera mode type
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.type = CameraType.CAMERA_PERSPECTIVE, // Camera mode type
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};
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};
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var model = LoadModel("resources/models/castle.obj"); // Load model
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var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
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var texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
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var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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//var position = Vector3 { .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
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var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
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var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
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var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
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// NOTE: bounds are calculated from the original size of the model,
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// NOTE: bounds are calculated from the original size of the model,
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// if model is scaled on drawing, bounds must be also scaled
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// if model is scaled on drawing, bounds must be also scaled
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camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
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camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
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var selected = false; // Selected object flag
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var selected = false; // Selected object flag
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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camera.Update();
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camera.Update();
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// Load new models/textures on drag&drop
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// Load new models/textures on drag&drop
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if (IsFileDropped())
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if (IsFileDropped()) {
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{
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var count: c_int = 0;
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var count: c_int = 0;
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var droppedFiles = GetDroppedFiles(&count);
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var droppedFiles = GetDroppedFiles(&count);
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@ -60,17 +60,16 @@ pub fn main() anyerror!void
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{
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{
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if (IsFileExtension(droppedFiles[0], ".obj") or
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if (IsFileExtension(droppedFiles[0], ".obj") or
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IsFileExtension(droppedFiles[0], ".gltf") or
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IsFileExtension(droppedFiles[0], ".gltf") or
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IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
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IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
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{
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{
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UnloadModel(model); // Unload previous model
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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model = LoadModel(droppedFiles[0]); // Load new model
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set current map diffuse texture
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set current map diffuse texture
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bounds = MeshBoundingBox(model.meshes[0]);
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bounds = MeshBoundingBox(model.meshes[0]);
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// TODO: Move camera position from target enough distance to visualize model properly
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// TODO: Move camera position from target enough distance to visualize model properly
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}
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} else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
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else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
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{
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{
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// Unload current model texture and load new one
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// Unload current model texture and load new one
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UnloadTexture(texture);
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UnloadTexture(texture);
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@ -79,21 +78,17 @@ pub fn main() anyerror!void
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}
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}
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}
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}
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ClearDroppedFiles(); // Clear internal buffers
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ClearDroppedFiles(); // Clear internal buffers
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}
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}
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// Select model on mouse click
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// Select model on mouse click
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON))
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) {
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{
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// Check collision between ray and box
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// Check collision between ray and box
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//if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds))
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if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) {
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//{
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selected = !selected;
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// selected = !selected;
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} else {
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//}
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selected = false;
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//else
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}
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//{
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// selected = false;
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//}
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -101,24 +96,24 @@ pub fn main() anyerror!void
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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camera.Begin();
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camera.Begin();
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//DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
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DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
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DrawGrid(20, 10.0); // Draw a grid
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DrawGrid(20, 10.0); // Draw a grid
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if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
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if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
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camera.End();
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camera.End();
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DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
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if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
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DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -126,9 +121,9 @@ pub fn main() anyerror!void
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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}
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}
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