mirror of
https://github.com/raysan5/raylib.git
synced 2025-10-06 09:56:28 +00:00
Add models_basic_voxel example (#5212)
This commit is contained in:
152
examples/models/models_basic_voxel.c
Normal file
152
examples/models/models_basic_voxel.c
Normal file
@@ -0,0 +1,152 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - basic voxel
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Tim Little (@timlittle) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Tim Little (@timlittle)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
|
||||
|
||||
DisableCursor(); // Lock mouse to window center
|
||||
|
||||
// Define the camera to look into our 3d world (first person)
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ -2.0f, 0.0f, -2.0f }; // Camera position at ground level
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Create a cube model
|
||||
Mesh cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f); // Create a unit cube mesh
|
||||
Model cubeModel = LoadModelFromMesh(cubeMesh); // Convert mesh to a model
|
||||
cubeModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = BEIGE;
|
||||
|
||||
// Initialize voxel world - fill with voxels
|
||||
bool voxels[WORLD_SIZE][WORLD_SIZE][WORLD_SIZE] = { false };
|
||||
for (int x = 0; x < WORLD_SIZE; x++)
|
||||
{
|
||||
for (int y = 0; y < WORLD_SIZE; y++)
|
||||
{
|
||||
for (int z = 0; z < WORLD_SIZE; z++)
|
||||
{
|
||||
voxels[x][y][z] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Handle voxel removal with mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
// Cast a ray from the screen center (where crosshair would be)
|
||||
Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
Ray ray = GetMouseRay(screenCenter, camera);
|
||||
|
||||
// Check ray collision with all voxels
|
||||
bool voxelRemoved = false;
|
||||
for (int x = 0; (x < WORLD_SIZE) && !voxelRemoved; x++)
|
||||
{
|
||||
for (int y = 0; (y < WORLD_SIZE) && !voxelRemoved; y++)
|
||||
{
|
||||
for (int z = 0; (z < WORLD_SIZE) && !voxelRemoved; z++)
|
||||
{
|
||||
if (!voxels[x][y][z]) continue; // Skip empty voxels
|
||||
|
||||
// Build a bounding box for this voxel
|
||||
Vector3 position = { x, y, z };
|
||||
BoundingBox box = {
|
||||
(Vector3){ position.x - 0.5f, position.y - 0.5f, position.z - 0.5f },
|
||||
(Vector3){ position.x + 0.5f, position.y + 0.5f, position.z + 0.5f }
|
||||
};
|
||||
|
||||
// Check ray-box collision
|
||||
RayCollision collision = GetRayCollisionBox(ray, box);
|
||||
if (collision.hit)
|
||||
{
|
||||
voxels[x][y][z] = false; // Remove this voxel
|
||||
voxelRemoved = true; // Exit all loops
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw all voxels
|
||||
for (int x = 0; x < WORLD_SIZE; x++)
|
||||
{
|
||||
for (int y = 0; y < WORLD_SIZE; y++)
|
||||
{
|
||||
for (int z = 0; z < WORLD_SIZE; z++)
|
||||
{
|
||||
if (!voxels[x][y][z]) continue;
|
||||
|
||||
Vector3 position = { x, y, z };
|
||||
DrawModel(cubeModel, position, 1.0f, BEIGE);
|
||||
DrawCubeWires(position, 1.0f, 1.0f, 1.0f, BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
|
||||
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(cubeModel);
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/models/models_basic_voxel.png
Normal file
BIN
examples/models/models_basic_voxel.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 341 KiB |
Reference in New Issue
Block a user