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