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			142 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Models loading
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*
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*   raylib supports multiple models file formats:
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*
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*     - OBJ > Text file, must include vertex position-texcoords-normals information,
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*             if files references some .mtl materials file, it will be loaded (or try to)
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*     - GLTF > Modern text/binary file format, includes lot of information and it could
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*              also reference external files, raylib will try loading mesh and materials data
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*     - IQM > Binary file format including mesh vertex data but also animation data,
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*             raylib can load .iqm animations.
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*
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*   This example has been created using raylib 2.6 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 - models loading");
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    // Define the camera to look into our 3d world
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    Camera camera = { 0 };
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    camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
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    camera.target = (Vector3){ 0.0f, 10.0f, 0.0f };     // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;                   // Camera mode type
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    Model model = LoadModel("resources/models/castle.obj");                 // Load model
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    Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
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    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;                 // Set map diffuse texture
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    Vector3 position = { 0.0f, 0.0f, 0.0f };                // Set model position
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    BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]);  // Set model bounds
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    // NOTE: bounds are calculated from the original size of the model,
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    // if model is scaled on drawing, bounds must be also scaled
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    SetCameraMode(camera, CAMERA_FREE);     // Set a free camera mode
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    bool selected = false;          // Selected object flag
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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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);
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        // Load new models/textures on drag&drop
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        if (IsFileDropped())
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        {
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            int count = 0;
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            char **droppedFiles = GetDroppedFiles(&count);
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            if (count == 1) // Only support one file dropped
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            {
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                if (IsFileExtension(droppedFiles[0], ".obj") ||
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                    IsFileExtension(droppedFiles[0], ".gltf") ||
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                    IsFileExtension(droppedFiles[0], ".iqm"))       // Model file formats supported
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                {
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                    UnloadModel(model);                     // Unload previous model
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                    model = LoadModel(droppedFiles[0]);     // Load new model
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                    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
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                    bounds = GetMeshBoundingBox(model.meshes[0]);
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                    // TODO: Move camera position from target enough distance to visualize model properly
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                }
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                else if (IsFileExtension(droppedFiles[0], ".png"))  // Texture file formats supported
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                {
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                    // Unload current model texture and load new one
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                    UnloadTexture(texture);
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                    texture = LoadTexture(droppedFiles[0]);
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                    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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                }
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            }
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            ClearDroppedFiles();    // Clear internal buffers
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        }
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        // Select model on mouse click
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        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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        {
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            // Check collision between ray and box
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            if (GetRayCollisionBox(GetMouseRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
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            else selected = false;
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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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                DrawModel(model, position, 1.0f, WHITE);        // Draw 3d model with texture
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                DrawGrid(20, 10.0f);         // Draw a grid
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                if (selected) DrawBoundingBox(bounds, GREEN);   // Draw selection box
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            EndMode3D();
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            DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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            if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
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            DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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            DrawFPS(10, 10);
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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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    UnloadTexture(texture);     // Unload texture
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    UnloadModel(model);         // Unload model
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |