Add models_basic_voxel example (#5212)

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Tim Little
2025-09-28 22:40:09 +01:00
committed by GitHub
parent 7d780d18b5
commit c551fb7118
6 changed files with 160 additions and 1 deletions

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/*******************************************************************************************
*
* 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;
}