chore: clean recommit
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134 changed files with 15442 additions and 10648 deletions
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@ -1,13 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Draw textured cube
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* raylib [models] example - textured cube
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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 4.5, last time updated with raylib 4.5
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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) 2022-2023 Ramon Santamaria (@raysan5)
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* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -16,19 +18,22 @@ using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class ModelCubeTexture
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public partial class ModelCubeTexture : 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 / Model Cube Texture";
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public string Title => "raylib [models] example - textured cube";
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private Camera3D camera;
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private Texture2D texture;
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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 - draw cube texture");
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// Define the camera to look into our 3d world
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Camera3D camera;
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camera = new();
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camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
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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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@ -36,60 +41,48 @@ public class ModelCubeTexture
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camera.Projection = CameraProjection.Perspective;
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// Load texture to be applied to the cubes sides
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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texture = LoadTexture("resources/cubicmap_atlas.png");
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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public void Update()
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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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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginMode3D(camera);
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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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// Draw cube with an applied texture
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DrawCubeTexture(texture, new Vector3(-2.0f, 2.0f, 0.0f), 2.0f, 4.0f, 2.0f, Color.White);
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BeginMode3D(camera);
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// Draw cube with an applied texture, but only a defined rectangle piece of the texture
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DrawCubeTextureRec(
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texture,
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new Rectangle(0, texture.Height / 2, texture.Width / 2, texture.Height / 2),
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new Vector3(2.0f, 1.0f, 0.0f),
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2.0f,
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2.0f,
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2.0f,
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Color.White
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);
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// Draw cube with an applied texture
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DrawCubeTexture(texture, new Vector3(-2.0f, 2.0f, 0.0f), 2.0f, 4.0f, 2.0f, Color.White);
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DrawGrid(10, 1.0f);
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// Draw cube with an applied texture, but only a defined rectangle piece of the texture
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DrawCubeTextureRec(
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texture,
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new Rectangle(0, texture.Height / 2, texture.Width / 2, texture.Height / 2),
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new Vector3(2.0f, 1.0f, 0.0f),
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2.0f,
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2.0f,
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2.0f,
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Color.White
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);
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EndMode3D();
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DrawGrid(10, 1.0f);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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EndMode3D();
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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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public void Unload()
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{
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UnloadTexture(texture);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Draw cube textured
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// NOTE: Cube position is the center position
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static void DrawCubeTexture(
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private static void DrawCubeTexture(
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Texture2D texture,
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Vector3 position,
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float width,
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@ -98,9 +91,9 @@ public class ModelCubeTexture
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Color color
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)
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{
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float x = position.X;
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float y = position.Y;
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float z = position.Z;
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var x = position.X;
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var y = position.Y;
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var z = position.Z;
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// Set desired texture to be enabled while drawing following vertex data
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Rlgl.SetTexture(texture.Id);
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@ -218,7 +211,7 @@ public class ModelCubeTexture
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}
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// Draw cube with texture piece applied to all faces
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static void DrawCubeTextureRec(
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private static void DrawCubeTextureRec(
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Texture2D texture,
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Rectangle source,
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Vector3 position,
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@ -228,11 +221,11 @@ public class ModelCubeTexture
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Color color
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)
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{
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float x = position.X;
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float y = position.Y;
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float z = position.Z;
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float texWidth = (float)texture.Width;
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float texHeight = (float)texture.Height;
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var x = position.X;
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var y = position.Y;
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var z = position.Z;
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var texWidth = (float)texture.Width;
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var texHeight = (float)texture.Height;
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// Set desired texture to be enabled while drawing following vertex data
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Rlgl.SetTexture(texture.Id);
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@ -312,5 +305,32 @@ public class ModelCubeTexture
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Rlgl.SetTexture(0);
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}
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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 - textured cube");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new ModelCubeTexture();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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