|
|
@ -0,0 +1,152 @@ |
|
|
|
/******************************************************************************************* |
|
|
|
* |
|
|
|
* 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; |
|
|
|
} |