REVIEWED: Camera redesign PR

This commit is contained in:
Ray 2023-02-14 20:00:51 +01:00
commit ea590c44a9
34 changed files with 321 additions and 268 deletions

View file

@ -30,13 +30,12 @@ int main(void)
// Define the camera to look into our 3d world (position, target, up vector) // Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
camera.swingCounter = 1; // Enable view bobbing
int cameraMode = CAMERA_FIRST_PERSON; int cameraMode = CAMERA_FIRST_PERSON;
// Generates some random columns // Generates some random columns
@ -51,36 +50,46 @@ int main(void)
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
} }
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Switch camera mode // Switch camera mode
if (IsKeyPressed(KEY_ONE)) { if (IsKeyPressed(KEY_ONE))
{
cameraMode = CAMERA_FREE; cameraMode = CAMERA_FREE;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
} }
if (IsKeyPressed(KEY_TWO)) {
if (IsKeyPressed(KEY_TWO))
{
cameraMode = CAMERA_FIRST_PERSON; cameraMode = CAMERA_FIRST_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
} }
if (IsKeyPressed(KEY_THREE)) {
if (IsKeyPressed(KEY_THREE))
{
cameraMode = CAMERA_THIRD_PERSON; cameraMode = CAMERA_THIRD_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
} }
if (IsKeyPressed(KEY_FOUR)) {
if (IsKeyPressed(KEY_FOUR))
{
cameraMode = CAMERA_ORBITAL; cameraMode = CAMERA_ORBITAL;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
} }
// Switch camera projection // Switch camera projection
if (IsKeyPressed(KEY_P)) { if (IsKeyPressed(KEY_P))
if (camera.projection == CAMERA_PERSPECTIVE) { {
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Create isometric view // Create isometric view
cameraMode = CAMERA_THIRD_PERSON; cameraMode = CAMERA_THIRD_PERSON;
// Note: The target distance is related to the render distance in the orthographic projection // Note: The target distance is related to the render distance in the orthographic projection

View file

@ -31,10 +31,12 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point 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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -31,16 +31,13 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point 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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray = { 0 }; // Picking line ray Ray ray = { 0 }; // Picking line ray
RayCollision collision = { 0 }; // Ray collision hit info
RayCollision collision = { 0 };
EnableCursor(); // Disable camera controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -50,7 +47,7 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Toggle camera controls // Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))

View file

@ -95,12 +95,12 @@ int main(void)
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
camera.fovy = 60.0f; // Camera field-of-view Y camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
camera.swingCounter = 1; // Enable view bobbing
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(90); // Set our game to run at 90 frames-per-second SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -27,16 +27,17 @@ int main(void)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f }; Vector2 cubeScreenPosition = { 0.0f, 0.0f };
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -67,7 +68,9 @@ int main(void)
EndMode3D(); EndMode3D();
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK); DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -21,8 +21,6 @@
#include "raylib.h" #include "raylib.h"
#include <stdlib.h>
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
@ -102,15 +100,11 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture UnloadTexture(texture); // Unload texture
UnloadModelAnimations(anims, animsCount); // Unload model animations data
UnloadModel(model); // Unload model
// Unload model animations data CloseWindow(); // Close window and OpenGL context
for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

View file

@ -28,15 +28,15 @@ int main(void)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of billboard Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
// Entire billboard texture, source is used to take a segment from a larger texture. // Entire billboard texture, source is used to take a segment from a larger texture.
Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height }; Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
@ -55,11 +55,13 @@ int main(void)
float distanceRotating; float distanceRotating;
float rotation = 0.0f; float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -26,7 +26,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // 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 projection type
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@ -36,18 +41,19 @@ int main(void)
// NOTE: By default each cube is mapped to one part of texture atlas // NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -28,7 +28,13 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze"); InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position
camera.target = (Vector3){ 0.185f, 0.4f, 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 projection type
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM) Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
@ -37,7 +43,7 @@ int main(void)
// NOTE: By default each cube is mapped to one part of texture atlas // NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
// Get map image data to be used for collision detection // Get map image data to be used for collision detection
Color *mapPixels = LoadImageColors(imMap); Color *mapPixels = LoadImageColors(imMap);
@ -45,7 +51,8 @@ int main(void)
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -26,25 +26,31 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world // Define our custom camera to look into our 3d world
Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 18.0f, 21.0f, 18.0f }; // 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 projection type
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM) Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -59,7 +59,8 @@ int main(void)
bool selected = false; // Selected object flag bool selected = false; // Selected object flag
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -34,11 +34,11 @@ int main(void)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) 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.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model // Load gltf model
Model model = LoadModel("resources/models/gltf/robot.glb"); Model model = LoadModel("resources/models/gltf/robot.glb");
@ -51,11 +51,13 @@ int main(void)
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -33,11 +33,12 @@ int main(void)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) 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.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
char modelFileName[128] = "resources/models/m3d/CesiumMan.m3d"; char modelFileName[128] = "resources/models/m3d/CesiumMan.m3d";
@ -53,12 +54,13 @@ int main(void)
int animFrameCounter = 0, animId = 0; int animFrameCounter = 0, animId = 0;
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -43,7 +43,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point 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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load MagicaVoxel files // Load MagicaVoxel files
Model models[MAX_VOX_FILES] = { 0 }; Model models[MAX_VOX_FILES] = { 0 };
@ -69,7 +69,8 @@ int main(void)
int currentModel = 0; int currentModel = 0;
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -68,7 +68,8 @@ int main(void)
int currentModel = 0; int currentModel = 0;
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -36,7 +36,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Ray ray = { 0 }; // Picking ray Ray ray = { 0 }; // Picking ray
@ -64,7 +64,6 @@ int main(void)
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f }; Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
float sr = 4.0f; float sr = 4.0f;
EnableCursor(); // Disable camera controls
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop

View file

@ -43,11 +43,11 @@ int main(void)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
float rotationSpeed = 0.2f; // General system rotation speed float rotationSpeed = 0.2f; // General system rotation speed
@ -56,7 +56,8 @@ int main(void)
float moonRotation = 0.0f; // Rotation of moon around itself float moonRotation = 0.0f; // Rotation of moon around itself
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View file

@ -38,7 +38,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // 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 projection type
// Load skybox model // Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
@ -87,12 +92,13 @@ int main(void)
UnloadImage(img); UnloadImage(img);
} }
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View file

@ -31,11 +31,11 @@ int main()
// Initialize the camera // Initialize the camera
Camera3D camera = { 0 }; Camera3D camera = { 0 };
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 70.0f; camera.fovy = 70.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Specify the amount of blocks in each direction // Specify the amount of blocks in each direction
const int numBlocks = 15; const int numBlocks = 15;

View file

@ -50,7 +50,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) 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.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load plane model from a generated mesh // Load plane model from a generated mesh
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3)); Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
@ -80,12 +80,12 @@ int main(void)
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader); lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader); lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
DisableCursor(); // Catch cursor DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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