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WASM examples (+ backports of new official examples) (#344)

* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality.

* chg: Modernize CI workflow, enable SourceLink

- Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1
- Trigger push builds on main instead of master
- Create local nuget feed dir before pack (fixes NU1301)
- Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340)

* fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures

* chore: updated readme

* fix: version the native extract marker and chain download via DependsOnTargets

The .extracted marker now includes the raylib package name, so bumping
TargetRaylibTag re-extracts the new archive instead of silently keeping
(and packing/copying) the previous version's files.

_PrepareNativeLibrary and _StageWasmNative now depend directly on
_DownloadAndExtractInternal instead of CallTarget-ing it; dependency
targets run in the same project instance, so the resolved properties
(RaylibPackageName etc.) propagate naturally.

* fix: let the binding build for browser-wasm on both net8.0 and net10.0

The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x,
auto-imported for RID browser-wasm) treats every browser-wasm project as
a wasm app: it forces OutputType=Exe after project evaluation (CS5001
for a classlib) and hooks its app-bundle build after Build, which errors
because a library has no assemblies to bundle. Opt Raylib-cs out via
DisableAutoWasmBuildApp (props time, before the workload defaults its
trigger) and pin OutputType back to Library in Directory.Build.targets
(evaluated after the workload props, so the assignment wins). net10's
wasm SDK needs neither workaround.

* chore: readme updated

* chg: simplifying build logic - a simple line in the documentation should save us the code here

* fix: Wrong signature of FrameBufferComplete

* chore: readme update

* feat: samples default to local project reference, and can optionally use the nuget package

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* fix: Examples.csproj runs the download task when building locally

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* chore: clean up linter warnings

* feat: html harness focuses the example and allows quick navigation with J/K instead.

* chore: readme mentions the property to use nuget vs. the local project reference

* feat: replaced the J/K navigation with good old HTML buttons

* chore: run dotnet format scoped default (was previously scoped to just 'style')
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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)
*
********************************************************************************************/
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;
}
}