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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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+
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+#include "raylib.h"
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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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+
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+ InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
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+
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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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+
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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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+
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+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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+
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+ BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
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+
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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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+
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+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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+
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+ bool selected = false; // Selected object flag
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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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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+
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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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+
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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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+
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+ bounds = MeshBoundingBox(model.meshes[0]);
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+
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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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+
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+ ClearDroppedFiles(); // Clear internal buffers
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+ }
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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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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ BeginMode3D(camera);
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+
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+ DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
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+
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+ DrawGrid(20, 10.0f); // Draw a grid
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+
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+ if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
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+
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+ EndMode3D();
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+
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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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+
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+ DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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+
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+ DrawFPS(10, 10);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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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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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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