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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; | |||
| } | |||