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Update/merge examples back into main repo (#192)
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134
Examples/Models/BillboardDemo.cs
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134
Examples/Models/BillboardDemo.cs
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/*******************************************************************************************
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*
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* raylib [models] example - Drawing billboards
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*
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* This example has been created using raylib 1.3 (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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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class BillboardDemo
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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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(5.0f, 4.0f, 5.0f);
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camera.Target = new Vector3(0.0f, 2.0f, 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.CAMERA_PERSPECTIVE;
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// Our texture billboard
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Texture2D bill = LoadTexture("resources/billboard.png");
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// Position of billboard billboard
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Vector3 billPositionStatic = new(0.0f, 2.0f, 0.0f);
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Vector3 billPositionRotating = new(1.0f, 2.0f, 1.0f);
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// Entire billboard texture, source is used to take a segment from a larger texture.
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Rectangle source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
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// NOTE: Billboard locked on axis-Y
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Vector3 billUp = new(0.0f, 1.0f, 0.0f);
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// Rotate around origin
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// Here we choose to rotate around the image center
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// NOTE: (-1, 1) is the range where origin.X, origin.Y is inside the texture
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Vector2 rotateOrigin = Vector2.Zero;
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance.
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float distanceStatic = 0.0f;
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float distanceRotating = 0.0f;
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float rotation = 0.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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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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UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
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rotation += 0.4f;
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distanceStatic = Vector3.Distance(camera.Position, billPositionStatic);
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distanceRotating = Vector3.Distance(camera.Position, billPositionRotating);
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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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DrawGrid(10, 1.0f);
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// Draw order matters!
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if (distanceStatic > distanceRotating)
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{
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.WHITE);
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DrawBillboardPro(
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camera,
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bill,
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source,
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billPositionRotating,
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billUp,
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new Vector2(1.0f, 1.0f),
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rotateOrigin,
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rotation,
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Color.WHITE
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);
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}
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else
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{
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DrawBillboardPro(
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camera,
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bill,
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source,
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billPositionRotating,
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billUp,
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new Vector2(1.0f, 1.0f),
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rotateOrigin,
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rotation,
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Color.WHITE
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);
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.WHITE);
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}
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EndMode3D();
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DrawFPS(10, 10);
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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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UnloadTexture(bill);
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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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