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Added Raymath binding + Initial examples

- Added Raymath.cs binding. Raylib.cs depends on this since they both share some types.
- Bindings moved into source directly.
- Inital examples port alot of syntax still needs to be fixed.
- Couldn't get cppsharp to work correctly so using a custom generator(WIP).
This commit is contained in:
Chris 2018-08-17 09:34:50 +01:00
commit 5286546ad4
154 changed files with 3164 additions and 9259 deletions

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using System;
using System.Drawing;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using static Raylib.rl;
namespace Raylib
{
class DrawControl : Form
{
private Panel panel;
[DllImport("user32.dll")]
private static extern IntPtr SetParent(IntPtr child, IntPtr newParent);
[DllImport("user32.dll")]
private static extern IntPtr ShowWindow(IntPtr handle, int command);
public static void Run()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new DrawControl());
}
public DrawControl()
{
panel = new Panel();
panel.Size = new Size(640, 480);
panel.Location = new Point(80, 10);
panel.BackColor = System.Drawing.Color.Red;
Controls.Add(panel);
}
private void InitializeComponent()
{
this.SuspendLayout();
//
// DrawControl
//
this.ClientSize = new System.Drawing.Size(284, 261);
this.Name = "DrawControl";
this.Load += new System.EventHandler(this.DrawControl_Load);
this.ResumeLayout(false);
}
private void DrawControl_Load(object sender, EventArgs e)
{
}
}
}

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<root>
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mimetype: application/x-microsoft.net.object.binary.base64
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</root>

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using System;
using System.Runtime.InteropServices;
namespace Raylib
{
#region Raylib-cs Enums
#endregion
#region Raylib-cs Types
#endregion
public static partial class rl
{
#region Raylib-cs Variables
#endregion
#region Raylib-cs Functions
#endregion
}
}

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@ -34,7 +34,7 @@
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x64\Debug\</OutputPath> <OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants> <DefineConstants>DEBUG;TRACE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DebugType>full</DebugType> <DebugType>full</DebugType>
@ -55,7 +55,7 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DebugType>full</DebugType> <DebugType>full</DebugType>
@ -81,168 +81,24 @@
<Reference Include="System.Windows.Forms" /> <Reference Include="System.Windows.Forms" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Examples\audio\audio_module_playing.cs" /> <Compile Include="core_basic_window.cs" />
<Compile Include="Examples\core\core_basic_window.cs" /> <Compile Include="DrawControl.cs">
<Compile Include="Examples\shapes\shapes_basic_shapes.cs" />
<Compile Include="Examples\textures\textures_image_drawing.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Raylib-cs\DrawControl.cs">
<SubType>Form</SubType> <SubType>Form</SubType>
</Compile> </Compile>
<Compile Include="Raylib-cs\Raylib.cs" /> <Compile Include="Easings.cs" />
<Compile Include="Physac.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Raygui.cs" />
<Compile Include="Raylib.cs" />
<Compile Include="Raymath.cs" />
<Compile Include="Rlgl.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="App.config" /> <None Include="App.config" />
<None Include="Examples\models\bridge.obj" />
<None Include="Examples\models\castle.obj" />
<None Include="Examples\models\house.obj" />
<None Include="Examples\models\market.obj" />
<None Include="Examples\models\turret.obj" />
<None Include="Examples\models\well.obj" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Content Include="Examples\audio\audio_module_playing.png" /> <EmbeddedResource Include="DrawControl.resx">
<Content Include="Examples\audio\audio_music_stream.c" />
<Content Include="Examples\audio\audio_music_stream.png" />
<Content Include="Examples\audio\audio_raw_stream.c" />
<Content Include="Examples\audio\audio_raw_stream.png" />
<Content Include="Examples\audio\audio_sound_loading.c" />
<Content Include="Examples\audio\audio_sound_loading.png" />
<Content Include="Examples\core\core_2d_camera.c" />
<Content Include="Examples\core\core_2d_camera.png" />
<Content Include="Examples\core\core_3d_camera_first_person.c" />
<Content Include="Examples\core\core_3d_camera_first_person.png" />
<Content Include="Examples\core\core_3d_camera_free.c" />
<Content Include="Examples\core\core_3d_camera_free.png" />
<Content Include="Examples\core\core_3d_mode.c" />
<Content Include="Examples\core\core_3d_mode.png" />
<Content Include="Examples\core\core_3d_picking.c" />
<Content Include="Examples\core\core_3d_picking.png" />
<Content Include="Examples\core\core_basic_window.png" />
<Content Include="Examples\core\core_basic_window_web.c" />
<Content Include="Examples\core\core_color_select.c" />
<Content Include="Examples\core\core_color_select.png" />
<Content Include="Examples\core\core_drop_files.c" />
<Content Include="Examples\core\core_drop_files.png" />
<Content Include="Examples\core\core_gestures_detection.c" />
<Content Include="Examples\core\core_gestures_detection.png" />
<Content Include="Examples\core\core_input_gamepad.c" />
<Content Include="Examples\core\core_input_gamepad.png" />
<Content Include="Examples\core\core_input_keys.c" />
<Content Include="Examples\core\core_input_keys.png" />
<Content Include="Examples\core\core_input_mouse.c" />
<Content Include="Examples\core\core_input_mouse.png" />
<Content Include="Examples\core\core_mouse_wheel.c" />
<Content Include="Examples\core\core_mouse_wheel.png" />
<Content Include="Examples\core\core_random_values.c" />
<Content Include="Examples\core\core_random_values.png" />
<Content Include="Examples\core\core_storage_values.c" />
<Content Include="Examples\core\core_storage_values.png" />
<Content Include="Examples\core\core_vr_simulator.c" />
<Content Include="Examples\core\core_vr_simulator.png" />
<Content Include="Examples\core\core_world_screen.c" />
<Content Include="Examples\core\core_world_screen.png" />
<Content Include="Examples\models\bridge_diffuse.png" />
<Content Include="Examples\models\castle_diffuse.png" />
<Content Include="Examples\models\house_diffuse.png" />
<Content Include="Examples\models\market_diffuse.png" />
<Content Include="Examples\models\models_billboard.c" />
<Content Include="Examples\models\models_billboard.png" />
<Content Include="Examples\models\models_box_collisions.c" />
<Content Include="Examples\models\models_box_collisions.png" />
<Content Include="Examples\models\models_cubicmap.c" />
<Content Include="Examples\models\models_cubicmap.png" />
<Content Include="Examples\models\models_geometric_shapes.c" />
<Content Include="Examples\models\models_geometric_shapes.png" />
<Content Include="Examples\models\models_heightmap.c" />
<Content Include="Examples\models\models_heightmap.png" />
<Content Include="Examples\models\models_material_pbr.c" />
<Content Include="Examples\models\models_material_pbr.png" />
<Content Include="Examples\models\models_mesh_generation.c" />
<Content Include="Examples\models\models_mesh_generation.png" />
<Content Include="Examples\models\models_mesh_picking.c" />
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<Content Include="Examples\models\models_obj_loading.c" />
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<Content Include="Examples\models\models_orthographic_projection.c" />
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<Content Include="Examples\models\models_skybox.c" />
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<Content Include="Examples\models\models_yaw_pitch_roll.c" />
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<Content Include="Examples\models\rlights.h" />
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<Content Include="Examples\models\well_diffuse.png" />
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<Content Include="Examples\textures\textures_image_text.c" />
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<Content Include="Examples\textures\textures_logo_raylib.c" />
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<Content Include="Examples\textures\textures_rectangle.c" />
<Content Include="Examples\textures\textures_rectangle.png" />
<Content Include="Examples\textures\textures_srcrec_dstrec.c" />
<Content Include="Examples\textures\textures_srcrec_dstrec.png" />
<Content Include="Examples\textures\textures_to_image.c" />
<Content Include="Examples\textures\textures_to_image.png" />
<Content Include="Examples\text\text_bmfont_ttf.c" />
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<Content Include="Examples\text\text_font_sdf.png" />
<Content Include="Examples\text\text_format_text.c" />
<Content Include="Examples\text\text_format_text.png" />
<Content Include="Examples\text\text_input_box.c" />
<Content Include="Examples\text\text_input_box.png" />
<Content Include="Examples\text\text_raylib_fonts.c" />
<Content Include="Examples\text\text_raylib_fonts.png" />
<Content Include="Examples\text\text_sprite_fonts.c" />
<Content Include="Examples\text\text_sprite_fonts.png" />
<Content Include="Examples\text\text_ttf_loading.c" />
<Content Include="Examples\text\text_ttf_loading.png" />
<Content Include="Examples\text\text_writing_anim.c" />
<Content Include="Examples\text\text_writing_anim.png" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Raylib-cs\DrawControl.resx">
<DependentUpon>DrawControl.cs</DependentUpon> <DependentUpon>DrawControl.cs</DependentUpon>
</EmbeddedResource> </EmbeddedResource>
</ItemGroup> </ItemGroup>

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/*******************************************************************************************
*
* raylib [audio] example - Music playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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using Raylib;
using static Raylib.rl;
public partial class Examples
{
/******************************************************************************************* * * raylib [audio] example - Music playing (streaming) * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int audio_music_stream() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)"); InitAudioDevice(); // Initialize audio device Music music = LoadMusicStream("resources/guitar_noodling.ogg"); PlayMusicStream(music); float timePlayed = 0.0f; bool pause = false; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateMusicStream(music); // Update music buffer with new stream data // Restart music playing (stop and play) if (IsKeyPressed(KEY_SPACE)) { StopMusicStream(music); PlayMusicStream(music); } // Pause/Resume music playing if (IsKeyPressed(KEY_P)) { pause = !pause; if (pause) PauseMusicStream(music); else ResumeMusicStream(music); } // Get timePlayed scaled to bar dimensions (400 pixels) timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY); DrawRectangle(200, 200, 400, 12, LIGHTGRAY); DrawRectangle(200, 200, (int)timePlayed, 12, MAROON); DrawRectangleLines(200, 200, 400, 12, GRAY); DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY); DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadMusicStream(music); // Unload music stream buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 22050
#define MAX_SAMPLES_PER_UPDATE 4096
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
}
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = { 0, 0 };
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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using Raylib;
using static Raylib.rl;
public partial class Examples
{
/******************************************************************************************* * * raylib [audio] example - Raw audio streaming * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include <stdlib.h> // Required for: malloc(), free() #include <math.h> // Required for: sinf() #define MAX_SAMPLES 22050 #define MAX_SAMPLES_PER_UPDATE 4096 public static int audio_raw_stream() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); InitAudioDevice(); // Initialize audio device // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono) AudioStream stream = InitAudioStream(22050, 16, 1); // Generate samples data from sine wave short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES); // TODO: Review data generation, it seems data is discontinued for loop, // for that reason, there is a clip everytime audio stream is looped... for (int i = 0; i < MAX_SAMPLES; i++) { data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000); } PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently) int totalSamples = MAX_SAMPLES; int samplesLeft = totalSamples; Vector2 position = { 0, 0 }; SetTargetFPS(30); // Set our game to run at 30 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Refill audio stream if required // NOTE: Every update we check if stream data has been already consumed and we update // buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE), // but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data... if (IsAudioBufferProcessed(stream)) { int numSamples = 0; if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE; else numSamples = samplesLeft; UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples); samplesLeft -= numSamples; // Reset samples feeding (loop audio) if (samplesLeft <= 0) samplesLeft = totalSamples; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY); // NOTE: Draw a part of the sine wave (only screen width, proportional values) for (int i = 0; i < GetScreenWidth(); i++) { position.x = i; position.y = 250 + 50*data[i]/32000; DrawPixelV(position, RED); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(data); // Unload sine wave data CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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/*******************************************************************************************
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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using Raylib;
using static Raylib.rl;
public partial class Examples
{
/******************************************************************************************* * * raylib [audio] example - Sound loading and playing * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int audio_sound_loading() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing"); InitAudioDevice(); // Initialize audio device Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY); DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadSound(fxWav); // Unload sound data UnloadSound(fxOgg); // Unload sound data CloseAudioDevice(); // Close audio device CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_BUILDINGS 100
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS];
Color buildColors[MAX_BUILDINGS];
int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
buildings[i].height = GetRandomValue(100, 800);
buildings[i].y = screenHeight - 130 - buildings[i].height;
buildings[i].x = -6000 + spacing;
spacing += buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
}
Camera2D camera;
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT))
{
player.x += 2; // Player movement
camera.offset.x -= 2; // Camera displacement with player movement
}
else if (IsKeyDown(KEY_LEFT))
{
player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
}
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLUMNS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS];
Color colors[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
EndMode3D();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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using Raylib;
using static Raylib.rl;
public partial class Examples
{
/******************************************************************************************* * * raylib [core] example - 3d camera first person * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #define MAX_COLUMNS 20 public static int core_3d_camera_first_person() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) Camera camera = { 0 }; camera.position = (Vector3){ 4.0f, 2.0f, 4.0f }; camera.target = (Vector3){ 0.0f, 1.8f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 60.0f; camera.type = CAMERA_PERSPECTIVE; // Generates some random columns float heights[MAX_COLUMNS]; Vector3 positions[MAX_COLUMNS]; Color colors[MAX_COLUMNS]; for (int i = 0; i < MAX_COLUMNS; i++) { heights[i] = (float)GetRandomValue(1, 12); positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) }; colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; } SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall // Draw some cubes around for (int i = 0; i < MAX_COLUMNS; i++) { DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]); DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON); } EndMode3D(); DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f)); DrawRectangleLines( 10, 10, 220, 70, BLUE); DrawText("First person camera default controls:", 20, 20, 10, BLACK); DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY); DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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/*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera3D camera;
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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 (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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using Raylib;
using static Raylib.rl;
public partial class Examples
{
/******************************************************************************************* * * raylib [core] example - Initialize 3d camera free * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int core_3d_camera_free() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world Camera3D camera; camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position 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 (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.type = CAMERA_PERSPECTIVE; // Camera mode type Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawGrid(10, 1.0f); EndMode3D(); DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f)); DrawRectangleLines( 10, 10, 320, 133, BLUE); DrawText("Free camera default controls:", 20, 20, 10, BLACK); DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY); DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY); DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY); DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY); DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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/*******************************************************************************************
*
* raylib [core] example - Initialize 3d mode
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
Camera3D camera;
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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 (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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using Raylib;
using static Raylib.rl;
public partial class Examples
{
/******************************************************************************************* * * raylib [core] example - Initialize 3d mode * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int core_3d_mode() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode"); // Define the camera to look into our 3d world Camera3D camera; camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position 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 (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.type = CAMERA_PERSPECTIVE; // Camera mode type Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawGrid(10, 1.0f); EndMode3D(); DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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/*******************************************************************************************
*
* raylib [core] example - Picking in 3d mode
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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 (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray = {0.0f, 0.0f, 0.0f}; // Picking line ray
bool collision = false;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
ray = GetMouseRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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