- /*******************************************************************************************
- *
- * raylib [models] example - Models loading
- *
- * NOTE: raylib supports multiple models file formats:
- *
- * - OBJ > Text file format. Must include vertex position-texcoords-normals information,
- * if files references some .mtl materials file, it will be loaded (or try to).
- * - GLTF > Text/binary file format. Includes lot of information and it could
- * also reference external files, raylib will try loading mesh and materials data.
- * - IQM > Binary file format. Includes mesh vertex data but also animation data,
- * raylib can load .iqm animations.
- * - VOX > Binary file format. MagikaVoxel mesh format:
- * https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
- * - M3D > Binary file format. Model 3D format:
- * https://bztsrc.gitlab.io/model3d
- *
- * Example originally created with raylib 2.0, last time updated with raylib 4.2
- *
- * 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) 2014-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
-
- Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
- Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
-
- // NOTE: bounds are calculated from the original size of the model,
- // if model is scaled on drawing, bounds must be also scaled
-
- bool selected = false; // Selected object flag
-
- DisableCursor(); // Limit cursor to relative movement inside the window
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_FIRST_PERSON);
-
- // Load new models/textures on drag&drop
- if (IsFileDropped())
- {
- FilePathList droppedFiles = LoadDroppedFiles();
-
- if (droppedFiles.count == 1) // Only support one file dropped
- {
- if (IsFileExtension(droppedFiles.paths[0], ".obj") ||
- IsFileExtension(droppedFiles.paths[0], ".gltf") ||
- IsFileExtension(droppedFiles.paths[0], ".glb") ||
- IsFileExtension(droppedFiles.paths[0], ".vox") ||
- IsFileExtension(droppedFiles.paths[0], ".iqm") ||
- IsFileExtension(droppedFiles.paths[0], ".m3d")) // Model file formats supported
- {
- UnloadModel(model); // Unload previous model
- model = LoadModel(droppedFiles.paths[0]); // Load new model
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
-
- bounds = GetMeshBoundingBox(model.meshes[0]);
-
- // TODO: Move camera position from target enough distance to visualize model properly
- }
- else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
- {
- // Unload current model texture and load new one
- UnloadTexture(texture);
- texture = LoadTexture(droppedFiles.paths[0]);
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
- }
- }
-
- UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
- }
-
- // Select model on mouse click
- if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
- {
- // Check collision between ray and box
- if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
- else selected = false;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
-
- DrawGrid(20, 10.0f); // Draw a grid
-
- if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
-
- EndMode3D();
-
- DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
- if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
-
- DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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