chore: clean recommit
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134 changed files with 15442 additions and 10648 deletions
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@ -1,11 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Cubicmap loading and drawing
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* raylib [models] example - cubicmap rendering
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*
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* This example has been created using raylib 1.8 (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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* Example complexity rating: [★★☆☆] 2/4
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 1.8, last time updated with raylib 3.5
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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) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -14,91 +18,128 @@ using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class CubicmapDemo
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public partial class CubicmapDemo : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Models / Cubicmap Demo";
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public string Title => "raylib [models] example - cubicmap rendering";
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private Camera3D camera;
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private Texture2D cubicmap;
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private Texture2D texture;
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private Model model;
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private Vector3 mapPosition;
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private bool pause;
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public void Init()
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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 - cubesmap loading and drawing");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(16.0f, 14.0f, 16.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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camera = new();
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camera.Position = new Vector3(16.0f, 14.0f, 16.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new 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.Projection = CameraProjection.Perspective; // Camera projection type
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Image image = LoadImage("resources/cubicmap.png");
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Texture2D cubicmap = LoadTextureFromImage(image);
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var image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(image, new Vector3(1.0f, 1.0f, 1.0f));
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Model model = LoadModelFromMesh(mesh);
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var mesh = GenMeshCubicmap(image, new Vector3(1.0f, 1.0f, 1.0f));
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model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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// Set map diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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Vector3 mapPosition = new(-16.0f, 0.0f, -8.0f);
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UnloadImage(image);
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mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position
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SetTargetFPS(60);
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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pause = false; // Pause camera orbital rotation (and zoom)
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.P))
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{
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pause = !pause;
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}
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if (!pause)
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{
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UpdateCamera(ref camera, CameraMode.Orbital);
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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(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, Color.White);
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EndMode3D();
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Vector2 position = new(screenWidth - cubicmap.Width * 4 - 20, 20);
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DrawTextureEx(cubicmap, position, 0.0f, 4.0f, Color.White);
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DrawRectangleLines(
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screenWidth - cubicmap.Width * 4 - 20,
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20,
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cubicmap.Width * 4,
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cubicmap.Height * 4,
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Color.Green
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);
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DrawText("cubicmap image used to", 658, 90, 10, Color.Gray);
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DrawText("generate map 3d model", 658, 104, 10, Color.Gray);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(cubicmap); // Unload cubicmap texture
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new CubicmapDemo();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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(ref camera, CameraMode.Orbital);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, Color.White);
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EndMode3D();
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Vector2 position = new(screenWidth - cubicmap.Width * 4 - 20, 20);
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DrawTextureEx(cubicmap, position, 0.0f, 4.0f, Color.White);
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DrawRectangleLines(
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screenWidth - cubicmap.Width * 4 - 20,
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20,
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cubicmap.Width * 4,
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cubicmap.Height * 4,
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Color.Green
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);
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DrawText("cubicmap image used to", 658, 90, 10, Color.Gray);
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DrawText("generate map 3d model", 658, 104, 10, Color.Gray);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(cubicmap);
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UnloadTexture(texture);
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UnloadModel(model);
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CloseWindow();
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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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}
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