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https://github.com/raylib-zig/raylib-zig.git
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Add box collisions and add unload for modelanimations for bone socket
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@ -368,6 +368,11 @@ pub fn build(b: *std.Build) !void {
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.path = "examples/models/models_bone_socket.zig",
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.path = "examples/models/models_bone_socket.zig",
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.desc = "Bone socket",
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.desc = "Bone socket",
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},
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},
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.{
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.name = "models_box_collisions",
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.path = "examples/models/models_box_collisions.zig",
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.desc = "Box collisions",
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},
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// .{
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// .{
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// .name = "shaders_basic_lighting",
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// .name = "shaders_basic_lighting",
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// .path = "examples/shaders/shaders_basic_lighting.zig",
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// .path = "examples/shaders/shaders_basic_lighting.zig",
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@ -41,6 +41,7 @@ pub fn main() anyerror!void {
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var animCurrentFrame: i32 = 0;
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var animCurrentFrame: i32 = 0;
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const modelAnimations = try rl.loadModelAnimations("examples/models/resources/models/gltf/greenman.glb");
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const modelAnimations = try rl.loadModelAnimations("examples/models/resources/models/gltf/greenman.glb");
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const animsCount = modelAnimations.len;
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const animsCount = modelAnimations.len;
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defer rl.unloadModelAnimations(modelAnimations);
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// indices of bones for sockets
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// indices of bones for sockets
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var boneSocketIndex: [BONE_SOCKETS]usize = undefined;
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var boneSocketIndex: [BONE_SOCKETS]usize = undefined;
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119
examples/models/models_box_collisions.zig
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119
examples/models/models_box_collisions.zig
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@ -0,0 +1,119 @@
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const rl = @import("raylib");
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pub fn main() anyerror!void {
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const screenWidth: i32 = 800;
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const screenHeight: i32 = 450;
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rl.initWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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// De-Initialization
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//--------------------------------------------------------------------------------------
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defer rl.closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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// Define the camera to look into our 3d world
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const camera: rl.Camera = .{
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.position = .{ .x = 0.0, .y = 10.0, .z = 10.0 },
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.target = .{ .x = 0.0, .y = 0.0, .z = 0.0 },
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.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
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.fovy = 45.0,
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.projection = .perspective,
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};
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var playerPosition: rl.Vector3 = .{ .x = 0.0, .y = 1.0, .z = 2.0 };
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const playerSize: rl.Vector3 = .{ .x = 1.0, .y = 2.0, .z = 1.0 };
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var playerColor: rl.Color = .green;
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const enemyBoxPos: rl.Vector3 = .{ .x = -4.0, .y = 1.0, .z = 0.0 };
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const enemyBoxSize: rl.Vector3 = .{ .x = 2.0, .y = 2.0, .z = 2.0 };
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const enemySpherePos: rl.Vector3 = .{ .x = 4.0, .y = 0.0, .z = 0.0 };
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const enemySphereSize: f32 = 1.5;
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var collision: bool = false;
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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while (!rl.windowShouldClose()) {
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// Update
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//----------------------------------------------------------------------------------
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// Move player
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if (rl.isKeyDown(.right)) playerPosition.x += 0.2 else if (rl.isKeyDown(.left)) playerPosition.x -= 0.2 else if (rl.isKeyDown(.down)) playerPosition.z += 0.2 else if (rl.isKeyDown(.up)) playerPosition.z -= 0.2;
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collision = false;
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// Check collisions player vs enemy-box
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if (rl.checkCollisionBoxes(.{
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.min = .{
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.x = playerPosition.x - playerSize.x / 2,
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.y = playerPosition.y - playerSize.y / 2,
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.z = playerPosition.z - playerSize.z / 2,
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},
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.max = .{
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.x = playerPosition.x + playerSize.x / 2,
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.y = playerPosition.y + playerSize.y / 2,
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.z = playerPosition.z + playerSize.z / 2,
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},
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}, .{
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.min = .{
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.x = enemyBoxPos.x - enemyBoxSize.x / 2,
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.y = enemyBoxPos.y - enemyBoxSize.y / 2,
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.z = enemyBoxPos.z - enemyBoxSize.z / 2,
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},
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.max = .{
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.x = enemyBoxPos.x + enemyBoxSize.x / 2,
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.y = enemyBoxPos.y + enemyBoxSize.y / 2,
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.z = enemyBoxPos.z + enemyBoxSize.z / 2,
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},
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})) collision = true;
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// Check collisions player vs enemy-sphere
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if (rl.checkCollisionBoxSphere(.{
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.min = .{
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.x = playerPosition.x - playerSize.x / 2,
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.y = playerPosition.y - playerSize.y / 2,
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.z = playerPosition.z - playerSize.z / 2,
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},
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.max = .{
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.x = playerPosition.x + playerSize.x / 2,
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.y = playerPosition.y + playerSize.y / 2,
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.z = playerPosition.z + playerSize.z / 2,
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},
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}, enemySpherePos, enemySphereSize)) collision = true;
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if (collision) playerColor = .red else playerColor = .green;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(.ray_white);
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{
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rl.beginMode3D(camera);
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defer rl.endMode3D();
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// Draw enemy-box
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rl.drawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, .gray);
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rl.drawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, .dark_gray);
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// Draw enemy-sphere
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rl.drawSphere(enemySpherePos, enemySphereSize, .gray);
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rl.drawSphereWires(enemySpherePos, enemySphereSize, 16, 16, .dark_gray);
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// Draw player
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rl.drawCubeV(playerPosition, playerSize, playerColor);
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rl.drawGrid(10, 1.0); // Draw a grid
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}
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rl.drawText("Move player with arrow keys to collide", 220, 40, 20, .gray);
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rl.drawFPS(10, 10);
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//----------------------------------------------------------------------------------
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}
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}
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