/******************************************************************************************* * * raylib [models] example - loading * * Example complexity rating: [★☆☆☆] 1/4 * * NOTE: raylib supports multiple models file formats: * * - OBJ > Text file format. Must include vertex position-texcoords-normals information, * if .obj references some .mtl materials file, it will be tried to be loaded * - GLTF/GLB > Text/binary file formats. Includes lot of information and it could * also reference external files, mesh and materials data will be tried to be loaded * - IQM > Binary file format. Includes mesh vertex data but also animation data, * meshes and animation data can be loaded * - VOX > Binary file format. MagikaVoxel mesh format: * https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt * - M3D > Binary file format. Model 3D format: * https://bztsrc.gitlab.io/model3d * * Example originally created with raylib 2.0, last time updated with raylib 4.2 * * 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) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Models; public partial class ModelLoading : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Models / Model Loading"; public string Title => "raylib [models] example - loading"; private Camera3D camera; private Model model; private Texture2D texture; private Vector3 position; private BoundingBox bounds; private bool selected; public unsafe void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(50.0f, 50.0f, 50.0f); // Camera position camera.Target = new Vector3(0.0f, 12.0f, 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 mode type model = LoadModel("resources/models/obj/castle.obj"); // Load model texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture // Set map diffuse texture Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); position = new(0.0f, 0.0f, 0.0f); // Set model position bounds = GetMeshBoundingBox(model.Meshes[0]); // Set model bounds // NOTE: bounds are calculated from the original size of the model, // if model is scaled on drawing, bounds must be also scaled selected = false; } public unsafe void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Orbital); #if BROWSER // NOTE: Drag & drop file loading (IsFileDropped) is not available in the browser // host, so it is skipped here. The default model stays loaded. #else // Load new models/textures on drag&drop if (IsFileDropped()) { var droppedFiles = Raylib.GetDroppedFiles(); if (droppedFiles.Length == 1) // Only support one file dropped { if (IsFileExtension(droppedFiles[0], ".obj") || IsFileExtension(droppedFiles[0], ".gltf") || IsFileExtension(droppedFiles[0], ".glb") || IsFileExtension(droppedFiles[0], ".vox") || IsFileExtension(droppedFiles[0], ".iqm") || IsFileExtension(droppedFiles[0], ".m3d") // Model file formats supported ) { UnloadModel(model); // Unload previous model model = LoadModel(droppedFiles[0]); // Load new model // Set current map diffuse texture Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); bounds = GetMeshBoundingBox(model.Meshes[0]); // Move camera position from target enough distance to visualize model properly camera.Position.X = bounds.Max.X + 10.0f; camera.Position.Y = bounds.Max.Y + 10.0f; camera.Position.Z = bounds.Max.Z + 10.0f; } else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported { // Unload current model texture and load new one UnloadTexture(texture); texture = LoadTexture(droppedFiles[0]); Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); } } } #endif // Select model on mouse click if (IsMouseButtonPressed(MouseButton.Left)) { // Check collision between ray and box if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).Hit) { selected = !selected; } else { selected = false; } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawModel(model, position, 1.0f, Color.White); // Draw 3d model with texture DrawGrid(20, 10.0f); // Draw a grid if (selected) { DrawBoundingBox(bounds, Color.Green); // Draw selection box } EndMode3D(); DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, Color.DarkGray); if (selected) { DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, Color.Green); } DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadTexture(texture); UnloadModel(model); } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [models] example - loading"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- var game = new ModelLoading(); game.Init(); // Main game loop while (!WindowShouldClose()) { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); //-------------------------------------------------------------------------------------- return 0; } }