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Update/merge examples back into main repo (#192)
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Examples/Models/FirstPersonMaze.cs
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155
Examples/Models/FirstPersonMaze.cs
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/*******************************************************************************************
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*
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* raylib [models] example - first person maze
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*
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* This example has been created using raylib 2.5 (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) 2019 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 FirstPersonMaze
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{
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public unsafe 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 - first person maze");
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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(0.2f, 0.4f, 0.2f);
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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.CAMERA_PERSPECTIVE;
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Image imMap = LoadImage("resources/cubicmap.png");
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Texture2D cubicmap = LoadTextureFromImage(imMap);
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Mesh mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
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Model 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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// Set map diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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// Get map image data to be used for collision detection
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Color* mapPixels = LoadImageColors(imMap);
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UnloadImage(imMap);
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Vector3 mapPosition = new(-16.0f, 0.0f, -8.0f);
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Vector3 playerPosition = camera.Position;
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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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Vector3 oldCamPos = camera.Position;
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UpdateCamera(ref camera, CameraMode.CAMERA_FIRST_PERSON);
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// Check player collision (we simplify to 2D collision detection)
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Vector2 playerPos = new(camera.Position.X, camera.Position.Z);
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// Collision radius (player is modelled as a cilinder for collision)
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float playerRadius = 0.1f;
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int playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
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int playerCellY = (int)(playerPos.Y - mapPosition.Z + 0.5f);
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// Out-of-limits security check
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if (playerCellX < 0)
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{
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playerCellX = 0;
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}
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else if (playerCellX >= cubicmap.Width)
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{
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playerCellX = cubicmap.Width - 1;
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}
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if (playerCellY < 0)
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{
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playerCellY = 0;
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}
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else if (playerCellY >= cubicmap.Height)
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{
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playerCellY = cubicmap.Height - 1;
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}
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// Check map collisions using image data and player position
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// TODO: Improvement: Just check player surrounding cells for collision
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for (int y = 0; y < cubicmap.Height; y++)
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{
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for (int x = 0; x < cubicmap.Width; x++)
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{
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Color* mapPixelsData = mapPixels;
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// Collision: Color.white pixel, only check R channel
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Rectangle rec = new(
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mapPosition.X - 0.5f + x * 1.0f,
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mapPosition.Z - 0.5f + y * 1.0f,
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1.0f,
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1.0f
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);
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bool collision = CheckCollisionCircleRec(playerPos, playerRadius, rec);
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if ((mapPixelsData[y * cubicmap.Width + x].R == 255) && collision)
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{
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// Collision detected, reset camera position
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camera.Position = oldCamPos;
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}
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}
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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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// Draw maze map
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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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DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.WHITE);
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DrawRectangleLines(GetScreenWidth() - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.GREEN);
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// Draw player position radar
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DrawRectangle(GetScreenWidth() - cubicmap.Width * 4 - 20 + playerCellX * 4, 20 + playerCellY * 4, 4, 4, Color.RED);
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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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UnloadImageColors(mapPixels);
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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