/******************************************************************************************* * * raylib [models] example - Load models vox (MagicaVoxel) * * Example originally created with raylib 4.0, last time updated with raylib 4.0 * * Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2021-2023 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" // Required for: MatrixTranslate() #define MAX_VOX_FILES 3 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; const char *voxFileNames[] = { "resources/models/vox/chr_knight.vox", "resources/models/vox/chr_sword.vox", "resources/models/vox/monu9.vox" }; InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading"); // 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 projection type // Load MagicaVoxel files Model models[MAX_VOX_FILES] = { 0 }; for (int i = 0; i < MAX_VOX_FILES; i++) { // Load VOX file and measure time double t0 = GetTime()*1000.0; models[i] = LoadModel(voxFileNames[i]); double t1 = GetTime()*1000.0; TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0)); // Compute model translation matrix to center model on draw position (0, 0 , 0) BoundingBox bb = GetModelBoundingBox(models[i]); Vector3 center = { 0 }; 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 matTranslate = MatrixTranslate(-center.x, 0, -center.z); models[i].transform = matTranslate; } int currentModel = 0; 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_ORBITAL); // Cycle between models on mouse click if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES; // Cycle between models on key pressed if (IsKeyPressed(KEY_RIGHT)) { currentModel++; if (currentModel >= MAX_VOX_FILES) currentModel = 0; } else if (IsKeyPressed(KEY_LEFT)) { currentModel--; if (currentModel < 0) currentModel = MAX_VOX_FILES - 1; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw 3D model BeginMode3D(camera); DrawModel(models[currentModel], (Vector3){ 0, 0, 0 }, 1.0f, WHITE); DrawGrid(10, 1.0); EndMode3D(); // Display info DrawRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE); DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload models data (GPU VRAM) for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }