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https://github.com/raysan5/raylib.git
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Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
@@ -607,6 +607,7 @@ TEXT = \
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MODELS = \
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MODELS = \
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models/models_animation_gpu_skinning \
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models/models_animation_gpu_skinning \
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models/models_animation_playing \
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models/models_animation_playing \
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models/models_basic_voxel \
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models/models_billboard_rendering \
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models/models_billboard_rendering \
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models/models_bone_socket \
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models/models_bone_socket \
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models/models_box_collisions \
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models/models_box_collisions \
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@@ -607,6 +607,7 @@ TEXT = \
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MODELS = \
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MODELS = \
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models/models_animation_gpu_skinning \
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models/models_animation_gpu_skinning \
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models/models_animation_playing \
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models/models_animation_playing \
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models/models_basic_voxel \
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models/models_billboard_rendering \
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models/models_billboard_rendering \
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models/models_bone_socket \
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models/models_bone_socket \
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models/models_box_collisions \
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models/models_box_collisions \
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@@ -1049,6 +1050,9 @@ models/models_animation_playing: models/models_animation_playing.c
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--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
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--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
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--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
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--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
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models/models_basic_voxel: models/models_basic_voxel.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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models/models_billboard_rendering: models/models_billboard_rendering.c
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models/models_billboard_rendering: models/models_billboard_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/billboard.png@resources/billboard.png
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--preload-file models/resources/billboard.png@resources/billboard.png
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@@ -145,7 +145,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
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| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
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| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
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| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
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| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
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### category: models [23]
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### category: models [24]
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Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
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Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
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@@ -174,6 +174,7 @@ Examples using raylib models functionality, including models loading/generation
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| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
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| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
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| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
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| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
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| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
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| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
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| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
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### category: shaders [29]
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### category: shaders [29]
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@@ -128,6 +128,7 @@ models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@r
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models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
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models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
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models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
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models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
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models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
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models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
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models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
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shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5
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152
examples/models/models_basic_voxel.c
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152
examples/models/models_basic_voxel.c
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@@ -0,0 +1,152 @@
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/*******************************************************************************************
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*
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* raylib [models] example - basic voxel
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Tim Little (@timlittle) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Tim Little (@timlittle)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
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DisableCursor(); // Lock mouse to window center
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// Define the camera to look into our 3d world (first person)
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Camera3D camera = { 0 };
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camera.position = (Vector3){ -2.0f, 0.0f, -2.0f }; // Camera position at ground level
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Create a cube model
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Mesh cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f); // Create a unit cube mesh
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Model cubeModel = LoadModelFromMesh(cubeMesh); // Convert mesh to a model
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cubeModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = BEIGE;
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// Initialize voxel world - fill with voxels
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bool voxels[WORLD_SIZE][WORLD_SIZE][WORLD_SIZE] = { false };
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for (int x = 0; x < WORLD_SIZE; x++)
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{
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for (int y = 0; y < WORLD_SIZE; y++)
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{
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for (int z = 0; z < WORLD_SIZE; z++)
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{
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voxels[x][y][z] = true;
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}
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}
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Handle voxel removal with mouse click
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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// Cast a ray from the screen center (where crosshair would be)
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Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
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Ray ray = GetMouseRay(screenCenter, camera);
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// Check ray collision with all voxels
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bool voxelRemoved = false;
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for (int x = 0; (x < WORLD_SIZE) && !voxelRemoved; x++)
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{
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for (int y = 0; (y < WORLD_SIZE) && !voxelRemoved; y++)
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{
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for (int z = 0; (z < WORLD_SIZE) && !voxelRemoved; z++)
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{
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if (!voxels[x][y][z]) continue; // Skip empty voxels
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// Build a bounding box for this voxel
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Vector3 position = { x, y, z };
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BoundingBox box = {
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(Vector3){ position.x - 0.5f, position.y - 0.5f, position.z - 0.5f },
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(Vector3){ position.x + 0.5f, position.y + 0.5f, position.z + 0.5f }
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};
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// Check ray-box collision
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RayCollision collision = GetRayCollisionBox(ray, box);
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if (collision.hit)
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{
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voxels[x][y][z] = false; // Remove this voxel
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voxelRemoved = true; // Exit all loops
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}
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawGrid(10, 1.0f);
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// Draw all voxels
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for (int x = 0; x < WORLD_SIZE; x++)
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{
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for (int y = 0; y < WORLD_SIZE; y++)
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{
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for (int z = 0; z < WORLD_SIZE; z++)
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{
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if (!voxels[x][y][z]) continue;
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Vector3 position = { x, y, z };
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DrawModel(cubeModel, position, 1.0f, BEIGE);
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DrawCubeWires(position, 1.0f, 1.0f, 1.0f, BLACK);
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}
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}
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}
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EndMode3D();
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DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
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DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(cubeModel);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/models/models_basic_voxel.png
Normal file
BIN
examples/models/models_basic_voxel.png
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Binary file not shown.
After Width: | Height: | Size: 341 KiB |
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