182 lines
6.9 KiB
C#
182 lines
6.9 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - first person maze
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2025 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 unsafe partial class FirstPersonMaze : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Models / First Person Maze";
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public string Title => "raylib [models] example - first person maze";
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public bool CursorDisabled => true;
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private Camera3D camera;
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private Texture2D cubicmap;
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private Texture2D texture;
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private Model model;
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private Color* mapPixels;
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private Vector3 mapPosition;
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public void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(0.2f, 0.4f, 0.2f); // Camera position
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camera.Target = new Vector3(0.185f, 0.4f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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var imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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var mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
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model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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// Set map diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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// Get map image data to be used for collision detection
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mapPixels = LoadImageColors(imMap);
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UnloadImage(imMap); // Unload image from RAM
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mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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var oldCamPos = camera.Position; // Store old camera position
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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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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var playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
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var playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
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var 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 against surrounding cells only
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for (var y = playerCellY - 1; y <= playerCellY + 1; y++)
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{
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// Avoid map accessing out of bounds
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if ((y >= 0) && (y < cubicmap.Height))
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{
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for (var x = playerCellX - 1; x <= playerCellX + 1; x++)
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{
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// NOTE: Collision: Only checking R channel for white pixel
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if (((x >= 0) && (x < cubicmap.Width)) &&
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(mapPixels[y * cubicmap.Width + x].R == 255) &&
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(CheckCollisionCircleRec(playerPos, playerRadius,
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new Rectangle(mapPosition.X - 0.5f + x * 1.0f, mapPosition.Z - 0.5f + y * 1.0f, 1.0f, 1.0f))))
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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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//----------------------------------------------------------------------------------
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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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DrawModel(model, mapPosition, 1.0f, Color.White); // Draw maze map
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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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public void Unload()
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{
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UnloadImageColors(mapPixels); // Unload color array
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UnloadTexture(cubicmap); // Unload cubicmap texture
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new FirstPersonMaze();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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