Rename examples for consistency

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raysan5 2021-10-12 20:23:59 +02:00
commit d92531b81d
4 changed files with 10 additions and 8 deletions

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* *
* raylib supports multiple models file formats: * raylib supports multiple models file formats:
* *
* - OBJ > Text file, must include vertex position-texcoords-normals information, * - OBJ > Text file format. Must include vertex position-texcoords-normals information,
* if files references some .mtl materials file, it will be loaded (or try to) * if files references some .mtl materials file, it will be loaded (or try to).
* - GLTF > Modern text/binary file format, includes lot of information and it could * - GLTF > Text/binary file format. Includes lot of information and it could
* also reference external files, raylib will try loading mesh and materials data * also reference external files, raylib will try loading mesh and materials data.
* - IQM > Binary file format including mesh vertex data but also animation data, * - IQM > Binary file format. Includes mesh vertex data but also animation data,
* raylib can load .iqm animations. * raylib can load .iqm animations.
* - VOX > Binary file format. MagikaVoxel mesh format:
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
* *
* This example has been created using raylib 2.6 (www.raylib.com) * This example has been created using raylib 4.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) * Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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/*******************************************************************************************
*
* raylib [models] example - Load 3d gltf model
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
#define MAX_MODELS 8
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model[MAX_MODELS] = { 0 };
model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
model[1] = LoadModel("resources/gltf/rigged_figure.glb");
model[2] = LoadModel("resources/gltf/GearboxAssy.glb");
model[3] = LoadModel("resources/gltf/BoxAnimated.glb");
model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
model[6] = LoadModel("resources/gltf/vertex_colored_object.glb");
model[7] = LoadModel("resources/gltf/girl.glb");
int currentModel = 0;
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
if (IsKeyReleased(KEY_RIGHT))
{
currentModel++;
if (currentModel == MAX_MODELS) currentModel = 0;
}
if (IsKeyReleased(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = MAX_MODELS - 1;
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(SKYBLUE);
BeginMode3D(camera);
DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - magicavoxel loader and viewer
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Johann Nadalutti
*
* Copyright (c) 2021 Johann Nadalutti
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <string.h>
// VOX Files to load and view
#define NUM_VOX_FILES 3
const char* szVoxFiles[] = {
"resources/vox/chr_knight.vox",
"resources/vox/chr_sword.vox",
"resources/vox/monu9.vox"
};
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
// Load MagicaVoxel files
Model models[NUM_VOX_FILES] = { 0 };
for (int i = 0; i < NUM_VOX_FILES; i++)
{
// Load MagicaVoxel File and build model
double t0, t1;
t0 = GetTime() * 1000.0;
models[i] = LoadModel(szVoxFiles[i]);
t1 = GetTime() * 1000.0;
TraceLog(LOG_INFO, TextFormat("Vox <%s> loaded in %f ms", GetFileName(szVoxFiles[i]), t1 - t0));
//Compute model's center matrix
BoundingBox bb = GetModelBoundingBox(models[i]);
Vector3 center;
center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2));
center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2));
Matrix matP = MatrixTranslate(-center.x, 0, -center.z);
models[i].transform = matP;
}
// Define the camera to look into our 3d world
Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f };
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
//--------------------------------------------------------------------------------------
while (!WindowShouldClose()) // Detect window close button or ESC key
{
//--------------------------------------------------------------------------------------
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
currentModel = (currentModel + 1) % NUM_VOX_FILES; // Cycle between models
}
if (IsKeyPressed(KEY_RIGHT))
{
currentModel++;
if (currentModel >= NUM_VOX_FILES) currentModel = 0;
}
else if (IsKeyPressed(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = NUM_VOX_FILES - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
//Display model
BeginMode3D(camera);
Vector3 rotAxis = { 1,0,0 };
Vector3 scale = { 1,1,1 };
DrawModelEx(models[currentModel], position, rotAxis, 0, scale, WHITE);
//DrawModelWiresEx(models[currentModel], position, rotAxis, -90.0f, scale, BLACK);
DrawGrid(10, 1.0);
EndMode3D();
//Display debug infos
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
DrawText(GetFileName(szVoxFiles[currentModel]), 100, 10, 20, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_VOX_FILES; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}