* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
200 lines
7.5 KiB
C#
200 lines
7.5 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - loading
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: raylib supports multiple models file formats:
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*
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* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
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* if .obj references some .mtl materials file, it will be tried to be loaded
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* - GLTF/GLB > Text/binary file formats. Includes lot of information and it could
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* also reference external files, mesh and materials data will be tried to be loaded
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* - IQM > Binary file format. Includes mesh vertex data but also animation data,
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* meshes and animation data can be loaded
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* - VOX > Binary file format. MagikaVoxel mesh format:
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* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
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* - M3D > Binary file format. Model 3D format:
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* https://bztsrc.gitlab.io/model3d
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*
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* Example originally created with raylib 2.0, last time updated with raylib 4.2
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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) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Models;
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public partial class ModelLoading : 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 / Model Loading";
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public string Title => "raylib [models] example - loading";
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private Camera3D camera;
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private Model model;
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private Texture2D texture;
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private Vector3 position;
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private BoundingBox bounds;
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private bool selected;
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public unsafe 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(50.0f, 50.0f, 50.0f); // Camera position
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camera.Target = new Vector3(0.0f, 12.0f, 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 mode type
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model = LoadModel("resources/models/obj/castle.obj"); // Load model
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texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model 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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position = new(0.0f, 0.0f, 0.0f); // Set model position
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bounds = GetMeshBoundingBox(model.Meshes[0]); // Set model bounds
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// NOTE: bounds are calculated from the original size of the model,
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// if model is scaled on drawing, bounds must be also scaled
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selected = false;
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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#if BROWSER
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// NOTE: drag-and-drop model loading is not supported in the browser host; default loaded model is kept.
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#else
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// Load new models/textures on drag&drop
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if (IsFileDropped())
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{
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var droppedFiles = Raylib.GetDroppedFiles();
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if (droppedFiles.Length == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles[0], ".obj") ||
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IsFileExtension(droppedFiles[0], ".gltf") ||
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IsFileExtension(droppedFiles[0], ".glb") ||
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IsFileExtension(droppedFiles[0], ".vox") ||
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IsFileExtension(droppedFiles[0], ".iqm") ||
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IsFileExtension(droppedFiles[0], ".m3d") // Model file formats supported
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)
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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// Set current map diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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bounds = GetMeshBoundingBox(model.Meshes[0]);
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// Move camera position from target enough distance to visualize model properly
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camera.Position.X = bounds.Max.X + 10.0f;
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camera.Position.Y = bounds.Max.Y + 10.0f;
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camera.Position.Z = bounds.Max.Z + 10.0f;
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}
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else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
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{
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// Unload current model texture and load new one
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UnloadTexture(texture);
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texture = LoadTexture(droppedFiles[0]);
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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}
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}
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}
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#endif
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// Select model on mouse click
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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// Check collision between ray and box
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if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).Hit)
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{
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selected = !selected;
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}
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else
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{
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selected = false;
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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, position, 1.0f, Color.White); // Draw 3d model with texture
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DrawGrid(20, 10.0f); // Draw a grid
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if (selected)
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{
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DrawBoundingBox(bounds, Color.Green); // Draw selection box
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}
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EndMode3D();
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DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, Color.DarkGray);
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if (selected)
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{
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DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, Color.Green);
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}
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DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
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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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UnloadTexture(texture);
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UnloadModel(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 - loading");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new ModelLoading();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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