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raylib-cs/Examples/Models/ModelLoading.cs
2026-07-29 19:58:47 +02:00

200 lines
7.5 KiB
C#

/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
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-and-drop model loading is not supported in the browser host; default loaded model is kept.
#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;
}
}