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/*******************************************************************************************
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*
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* raylib [models] example - directional billboard
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Robin (@RobinsAviary)
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* Killbot art by patvanmackelberg https://opengameart.org/content/killbot-8-directional under CC0
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stdlib.h>
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 - directional billboard");
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// Set up the camera
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 1.0f, 2.0f }; // Starting position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Target position
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Up vector
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camera.fovy = 45.0f; // FOV
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camera.projection = CAMERA_PERSPECTIVE; // Projection type (Standard 3D perspective)
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// Load billboard texture
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Texture skillbot = LoadTexture("resources/skillbot.png");
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// Timer to update animation
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float anim_timer = 0.0f;
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// Animation frame
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unsigned int anim = 0;
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SetTargetFPS(60);
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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, CAMERA_ORBITAL);
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// Update timer with delta time
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anim_timer += GetFrameTime();
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// Update frame index after a certain amount of time (half a second)
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if (anim_timer > 0.5f)
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{
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anim_timer = 0.0f;
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anim += 1;
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}
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// Reset frame index to zero on overflow
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if (anim >= 4) anim = 0;
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// Find the current direction frame based on the camera position to the billboard object
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float dir = (float)floor(((Vector2Angle((Vector2){ 2.0f, 0.0f }, (Vector2){ camera.position.x, camera.position.z })/PI)*4.0f) + 0.25f);
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// Correct frame index if angle is negative
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if (dir < 0.0f)
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{
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dir = 8.0f - (float)abs((int)dir);
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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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DrawGrid(10, 1.0f);
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// Draw billboard pointing straight up to the sky, rotated relative to the camera and offset from the bottom
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DrawBillboardPro(camera, skillbot, (Rectangle){ 0.0f + (anim*24.0f), 0.0f + (dir*24.0f), 24.0f, 24.0f }, Vector3Zero(), (Vector3){ 0.0f, 1.0f, 0.0f }, Vector2One(), (Vector2){ 0.5f, 0.0f }, 0, WHITE);
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EndMode3D();
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// Render various variables for reference
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DrawText(TextFormat("animation: %d", anim), 10, 10, 20, DARKGRAY);
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DrawText(TextFormat("direction frame: %.0f", dir), 10, 40, 20, DARKGRAY);
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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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// Unload billboard texture
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UnloadTexture(skillbot);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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