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')
This commit is contained in:
parent
b207e633ae
commit
8c22e68c2a
236 changed files with 40405 additions and 10896 deletions
170
Examples/Models/LoadingM3d.cs
Normal file
170
Examples/Models/LoadingM3d.cs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - loading m3d
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* NOTES:
|
||||
* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
|
||||
* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
|
||||
*
|
||||
* 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) 2022-2025 bzt (@bztsrc)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class LoadingM3d : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Loading M3D";
|
||||
|
||||
public string Title => "raylib [models] example - loading m3d";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Vector3 position;
|
||||
private unsafe ModelAnimation* anims;
|
||||
private int animCount;
|
||||
private int animIndex;
|
||||
private float animCurrentFrame;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(1.5f, 1.5f, 1.5f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.4f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load model
|
||||
model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// Load animation data
|
||||
animCount = 0;
|
||||
anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
animIndex = 0; // Current animation playing
|
||||
animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
animIndex = (animIndex + 1) % animCount;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
animIndex = (animIndex + animCount - 1) % animCount;
|
||||
}
|
||||
|
||||
// Update model animation
|
||||
animCurrentFrame += 1.0f;
|
||||
if (animCurrentFrame >= anims[animIndex].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame = 0.0f;
|
||||
}
|
||||
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw 3d model with texture
|
||||
if (!IsKeyDown(KeyboardKey.Space))
|
||||
{
|
||||
DrawModel(model, position, 1.0f, Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw the animated skeleton
|
||||
DrawModelSkeleton(model.Skeleton, anims[animIndex].KeyframePoses[(int)animCurrentFrame], 1.0f, Color.Red);
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 10, 20, Color.LightGray);
|
||||
DrawText("Press SPACE to draw skeleton", 10, 40, 20, Color.Maroon);
|
||||
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
// Draw model skeleton
|
||||
private static unsafe void DrawModelSkeleton(ModelSkeleton skeleton, Transform* pose, float scale, Color color)
|
||||
{
|
||||
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
|
||||
// needed to workaround buggy models without a -1, a cube is always drawn at the origin
|
||||
for (var i = 0; i < skeleton.BoneCount - 1; i++)
|
||||
{
|
||||
// Display the frame-pose skeleton
|
||||
DrawCube(pose[i].Translation, scale * 0.05f, scale * 0.05f, scale * 0.05f, color);
|
||||
|
||||
if (skeleton.Bones[i].Parent >= 0)
|
||||
{
|
||||
DrawLine3D(pose[i].Translation, pose[skeleton.Bones[i].Parent].Translation, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading m3d");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LoadingM3d();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue