mirror of
https://github.com/Not-Nik/raylib-zig.git
synced 2025-09-09 12:07:27 +00:00

some restructuring due to the recent changes to usingnamespace. also cleaned up some deprecated stuff from raylib 3.7. - appended the contents of raylib-wa.zig into raylib-zig.zig - using raylib functions requires `const rl = @import("raylib");` (and accesing the identifiers inside rl, like `rl.InitWindow`) only the basic_window example was updated, and it looks like it crashes on keyboard inputs. many thanks to @nektro :)
130 lines
5.0 KiB
Zig
Executable File
130 lines
5.0 KiB
Zig
Executable File
//
|
|
// models_loading
|
|
// Zig version:
|
|
// Author: Nikolas Wipper
|
|
// Date: 2020-02-15
|
|
//
|
|
|
|
usingnamespace @import("raylib");
|
|
|
|
const resourceDir = "raylib/examples/models/resources/";
|
|
|
|
pub fn main() anyerror!void {
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const screenWidth = 800;
|
|
const screenHeight = 450;
|
|
|
|
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
|
|
.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
|
|
};
|
|
|
|
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 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
|
|
|
|
var selected = false; // Selected object flag
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
camera.Update();
|
|
|
|
// Load new models/textures on drag&drop
|
|
if (IsFileDropped()) {
|
|
var count: c_int = 0;
|
|
var droppedFiles = GetDroppedFiles(&count);
|
|
|
|
if (count == 1) // Only support one file dropped
|
|
{
|
|
if (IsFileExtension(droppedFiles[0], ".obj") or
|
|
IsFileExtension(droppedFiles[0], ".gltf") or
|
|
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
|
|
{
|
|
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
|
|
{
|
|
// Unload current model texture and load new one
|
|
UnloadTexture(texture);
|
|
texture = LoadTexture(droppedFiles[0]);
|
|
model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
|
}
|
|
}
|
|
|
|
ClearDroppedFiles(); // Clear internal buffers
|
|
}
|
|
|
|
// Select model on mouse click
|
|
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) {
|
|
// Check collision between ray and box
|
|
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) {
|
|
selected = !selected;
|
|
} else {
|
|
selected = false;
|
|
}
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
camera.Begin();
|
|
|
|
DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
|
|
|
|
DrawGrid(20, 10.0); // Draw a grid
|
|
|
|
if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
|
|
|
|
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("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadTexture(texture); // Unload texture
|
|
UnloadModel(model); // Unload model
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
}
|