/******************************************************************************************* * * raylib [models] example - Models loading * * NOTE: raylib supports multiple models file formats: * * - 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). * - GLTF > Text/binary file format. Includes lot of information and it could * also reference external files, raylib will try loading mesh and materials data. * - IQM > Binary file format. Includes mesh vertex data but also animation data, * 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 * - 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) 2014-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position camera.target = (Vector3){ 0.0f, 10.0f, 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 = LoadModel("resources/models/obj/castle.obj"); // Load model Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position BoundingBox 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 bool selected = false; // Selected object flag DisableCursor(); // Limit cursor to relative movement inside the window 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, CAMERA_FIRST_PERSON); // Load new models/textures on drag&drop if (IsFileDropped()) { FilePathList droppedFiles = LoadDroppedFiles(); if (droppedFiles.count == 1) // Only support one file dropped { if (IsFileExtension(droppedFiles.paths[0], ".obj") || IsFileExtension(droppedFiles.paths[0], ".gltf") || IsFileExtension(droppedFiles.paths[0], ".glb") || IsFileExtension(droppedFiles.paths[0], ".vox") || IsFileExtension(droppedFiles.paths[0], ".iqm") || IsFileExtension(droppedFiles.paths[0], ".m3d")) // Model file formats supported { UnloadModel(model); // Unload previous model model = LoadModel(droppedFiles.paths[0]); // Load new model model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture bounds = GetMeshBoundingBox(model.meshes[0]); // TODO: Move camera position from target enough distance to visualize model properly } else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported { // Unload current model texture and load new one UnloadTexture(texture); texture = LoadTexture(droppedFiles.paths[0]); model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; } } UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory } // Select model on mouse click if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { // Check collision between ray and box if (GetRayCollisionBox(GetMouseRay(GetMousePosition(), camera), bounds).hit) selected = !selected; else selected = false; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture DrawGrid(20, 10.0f); // Draw a grid if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box EndMode3D(); DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY); if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN); DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }