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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:47:38 +02:00
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/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public partial class BasicVoxel : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int WorldSize = 8; // Size of our voxel world (8x8x8 cubes)
public string Name => "Models / Basic Voxel";
public string Title => "raylib [models] example - basic voxel";
public bool CursorDisabled => true;
private Camera3D camera;
private Model cubeModel;
private bool[,,] voxels;
public unsafe void Init()
{
// Define the camera to look into our 3d world (first person)
camera = new();
camera.Position = new Vector3(-2.0f, 0.0f, -2.0f); // Camera position at ground level
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Create a cube model
var cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f); // Create a unit cube mesh
cubeModel = LoadModelFromMesh(cubeMesh); // Convert mesh to a model
cubeModel.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Beige;
// Initialize voxel world - fill with voxels
voxels = new bool[WorldSize, WorldSize, WorldSize];
for (var x = 0; x < WorldSize; x++)
{
for (var y = 0; y < WorldSize; y++)
{
for (var z = 0; z < WorldSize; z++)
{
voxels[x, y, z] = true;
}
}
}
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
// Handle voxel removal with mouse click
// This method is quite inefficient. Ray marching through the voxel grid using DDA would be faster, but more complex.
if (IsMouseButtonPressed(MouseButton.Left))
{
// Cast a ray from the screen center (where crosshair would be)
Vector2 screenCenter = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
var ray = GetScreenToWorldRay(screenCenter, camera);
// Check ray collision with all voxels
var closestDistance = 99999.0f;
Vector3 closestVoxelPosition = new(-1, -1, -1);
var voxelFound = false;
for (var x = 0; x < WorldSize; x++)
{
for (var y = 0; y < WorldSize; y++)
{
for (var z = 0; z < WorldSize; z++)
{
if (!voxels[x, y, z])
{
continue; // Skip empty voxels
}
// Build a bounding box for this voxel
Vector3 position = new(x, y, z);
BoundingBox box = new(
new Vector3(position.X - 0.5f, position.Y - 0.5f, position.Z - 0.5f),
new Vector3(position.X + 0.5f, position.Y + 0.5f, position.Z + 0.5f)
);
// Check ray-box collision
var collision = GetRayCollisionBox(ray, box);
if (collision.Hit && (collision.Distance < closestDistance))
{
closestDistance = collision.Distance;
closestVoxelPosition = new Vector3(x, y, z);
voxelFound = true;
}
}
}
}
// Remove the closest voxel if one was hit
if (voxelFound)
{
voxels[(int)closestVoxelPosition.X,
(int)closestVoxelPosition.Y,
(int)closestVoxelPosition.Z] = false;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawGrid(10, 1.0f);
// Draw all voxels
for (var x = 0; x < WorldSize; x++)
{
for (var y = 0; y < WorldSize; y++)
{
for (var z = 0; z < WorldSize; z++)
{
if (!voxels[x, y, z])
{
continue;
}
Vector3 position = new(x, y, z);
DrawModel(cubeModel, position, 1.0f, Color.Beige);
DrawCubeWires(position, 1.0f, 1.0f, 1.0f, Color.Black);
}
}
}
EndMode3D();
// Draw reference point for raycasting to delete blocks
DrawCircle(GetScreenWidth() / 2, GetScreenHeight() / 2, 4, Color.Red);
DrawText("Left-click a voxel to remove it!", 10, 10, 20, Color.DarkGray);
DrawText("WASD to move, mouse to look around", 10, 35, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(cubeModel);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
DisableCursor(); // Lock mouse to window center
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new BasicVoxel();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}