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/******************************************************************************************* |
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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.type = 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[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 = MeshBoundingBox(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[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture |
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bounds = MeshBoundingBox(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[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_LEFT_BUTTON)) |
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{ |
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// Check collision between ray and box |
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if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) 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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} |