koffi 0.9.4 → 0.9.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (823) hide show
  1. package/LICENSE.txt +661 -0
  2. package/README.md +50 -8
  3. package/package.json +24 -6
  4. package/src/call.hh +2 -1
  5. package/src/call_arm32.cc +498 -0
  6. package/src/call_arm32_fwd.S +108 -0
  7. package/src/call_arm64.cc +57 -57
  8. package/src/call_arm64_fwd.S +24 -29
  9. package/src/call_x64_sysv.cc +29 -43
  10. package/src/call_x64_win.cc +37 -40
  11. package/src/call_x86.cc +46 -59
  12. package/src/ffi.cc +29 -27
  13. package/src/ffi.hh +19 -12
  14. package/src/util.cc +58 -24
  15. package/src/util.hh +103 -19
  16. package/test/qemu/.gitkeep +0 -0
  17. package/test/registry/machines.json +112 -0
  18. package/test/registry/sha256sum.txt +21 -0
  19. package/test/test.js +493 -0
  20. package/vendor/dragonbox/CMakeLists.txt +122 -122
  21. package/vendor/dragonbox/LICENSE-Apache2-LLVM +218 -218
  22. package/vendor/dragonbox/LICENSE-Boost +23 -23
  23. package/vendor/dragonbox/README.md +277 -277
  24. package/vendor/dragonbox/cmake/dragonboxConfig.cmake +1 -1
  25. package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
  26. package/vendor/dragonbox/include/dragonbox/dragonbox_to_chars.h +108 -108
  27. package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
  28. package/vendor/dragonbox/other_files/unknown_win64_vc2019.html +539 -539
  29. package/vendor/dragonbox/source/dragonbox_to_chars.cpp +303 -303
  30. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/CMakeLists.txt +23 -23
  31. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.cpp +238 -238
  32. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.h +95 -95
  33. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/grisu_exact.h +2666 -2666
  34. package/vendor/dragonbox/subproject/3rdparty/ryu/CMakeLists.txt +16 -16
  35. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/common.h +114 -114
  36. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s.c +509 -509
  37. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_full_table.h +367 -367
  38. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_intrinsics.h +357 -357
  39. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/digit_table.h +35 -35
  40. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s.c +345 -345
  41. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_full_table.h +55 -55
  42. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_intrinsics.h +128 -128
  43. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/ryu.h +46 -46
  44. package/vendor/dragonbox/subproject/3rdparty/schubfach/CMakeLists.txt +21 -21
  45. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.cc +699 -699
  46. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.h +31 -31
  47. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.cc +1354 -1354
  48. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.h +31 -31
  49. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/example_shaded_plots.m +68 -68
  50. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/license.txt +25 -25
  51. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution.m +92 -92
  52. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution_prctile.m +121 -121
  53. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_histogram_shaded.m +99 -99
  54. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_shaded.m +93 -93
  55. package/vendor/dragonbox/subproject/benchmark/CMakeLists.txt +64 -64
  56. package/vendor/dragonbox/subproject/benchmark/include/benchmark.h +40 -40
  57. package/vendor/dragonbox/subproject/benchmark/matlab/plot_benchmarks.m +21 -21
  58. package/vendor/dragonbox/subproject/benchmark/matlab/plot_digit_benchmark.m +78 -78
  59. package/vendor/dragonbox/subproject/benchmark/matlab/plot_uniform_benchmark.m +95 -95
  60. package/vendor/dragonbox/subproject/benchmark/source/benchmark.cpp +237 -237
  61. package/vendor/dragonbox/subproject/benchmark/source/dragonbox.cpp +30 -30
  62. package/vendor/dragonbox/subproject/benchmark/source/grisu_exact.cpp +36 -36
  63. package/vendor/dragonbox/subproject/benchmark/source/ryu.cpp +27 -27
  64. package/vendor/dragonbox/subproject/benchmark/source/schubfach.cpp +31 -31
  65. package/vendor/dragonbox/subproject/common/CMakeLists.txt +41 -41
  66. package/vendor/dragonbox/subproject/common/include/best_rational_approx.h +96 -96
  67. package/vendor/dragonbox/subproject/common/include/big_uint.h +217 -217
  68. package/vendor/dragonbox/subproject/common/include/continued_fractions.h +173 -173
  69. package/vendor/dragonbox/subproject/common/include/good_rational_approx.h +266 -266
  70. package/vendor/dragonbox/subproject/common/include/random_float.h +182 -182
  71. package/vendor/dragonbox/subproject/common/include/rational_continued_fractions.h +56 -56
  72. package/vendor/dragonbox/subproject/common/source/big_uint.cpp +601 -601
  73. package/vendor/dragonbox/subproject/meta/CMakeLists.txt +40 -40
  74. package/vendor/dragonbox/subproject/meta/results/binary32_generated_cache.txt +81 -81
  75. package/vendor/dragonbox/subproject/meta/results/binary64_compressed_cache_error_table.txt +9 -9
  76. package/vendor/dragonbox/subproject/meta/results/binary64_generated_cache.txt +622 -622
  77. package/vendor/dragonbox/subproject/meta/source/generate_cache.cpp +126 -126
  78. package/vendor/dragonbox/subproject/meta/source/live_test.cpp +81 -81
  79. package/vendor/dragonbox/subproject/meta/source/perf_test.cpp +104 -104
  80. package/vendor/dragonbox/subproject/meta/source/sandbox.cpp +20 -20
  81. package/vendor/dragonbox/subproject/test/CMakeLists.txt +69 -69
  82. package/vendor/dragonbox/subproject/test/results/plot_required_bits.m +17 -17
  83. package/vendor/dragonbox/subproject/test/source/test_all_shorter_interval_cases.cpp +88 -88
  84. package/vendor/dragonbox/subproject/test/source/uniform_random_test.cpp +95 -95
  85. package/vendor/dragonbox/subproject/test/source/verify_cache_precision.cpp +337 -337
  86. package/vendor/dragonbox/subproject/test/source/verify_compressed_cache.cpp +154 -154
  87. package/vendor/dragonbox/subproject/test/source/verify_fast_multiplication.cpp +168 -168
  88. package/vendor/dragonbox/subproject/test/source/verify_log_computation.cpp +251 -251
  89. package/vendor/dragonbox/subproject/test/source/verify_magic_division.cpp +113 -113
  90. package/vendor/libcc/libcc.cc +36 -18
  91. package/vendor/libcc/libcc.hh +23 -1
  92. package/vendor/raylib/BINDINGS.md +123 -0
  93. package/vendor/raylib/CHANGELOG +1495 -0
  94. package/vendor/raylib/CMakeLists.txt +33 -0
  95. package/vendor/raylib/CMakeOptions.txt +87 -0
  96. package/vendor/raylib/CONTRIBUTING.md +76 -0
  97. package/vendor/raylib/CONTRIBUTORS.md +63 -0
  98. package/vendor/raylib/CONVENTIONS.md +95 -0
  99. package/vendor/raylib/HISTORY.md +364 -0
  100. package/vendor/raylib/LICENSE +16 -0
  101. package/vendor/raylib/README.md +141 -0
  102. package/vendor/raylib/ROADMAP.md +76 -0
  103. package/vendor/raylib/SPONSORS.md +68 -0
  104. package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
  105. package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
  106. package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
  107. package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
  108. package/vendor/raylib/cmake/EnumOption.cmake +9 -0
  109. package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
  110. package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
  111. package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
  112. package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
  113. package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
  114. package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
  115. package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
  116. package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
  117. package/vendor/raylib/cmake/raylib-config.cmake +76 -0
  118. package/vendor/raylib/examples/CMakeLists.txt +139 -0
  119. package/vendor/raylib/examples/Makefile +565 -0
  120. package/vendor/raylib/examples/Makefile.Android +405 -0
  121. package/vendor/raylib/examples/Makefile.Web +1053 -0
  122. package/vendor/raylib/examples/README.md +203 -0
  123. package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
  124. package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
  125. package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
  126. package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
  127. package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
  128. package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
  129. package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
  130. package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
  131. package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
  132. package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
  133. package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
  134. package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
  135. package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
  136. package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
  137. package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
  138. package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
  139. package/vendor/raylib/examples/audio/resources/target.flac +0 -0
  140. package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
  141. package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
  142. package/vendor/raylib/examples/build.zig +86 -0
  143. package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
  144. package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
  145. package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
  146. package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
  147. package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
  148. package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
  149. package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
  150. package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
  151. package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
  152. package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
  153. package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
  154. package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
  155. package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
  156. package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
  157. package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
  158. package/vendor/raylib/examples/core/core_basic_window.c +62 -0
  159. package/vendor/raylib/examples/core/core_basic_window.png +0 -0
  160. package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
  161. package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
  162. package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
  163. package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
  164. package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
  165. package/vendor/raylib/examples/core/core_drop_files.c +76 -0
  166. package/vendor/raylib/examples/core/core_drop_files.png +0 -0
  167. package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
  168. package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
  169. package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
  170. package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
  171. package/vendor/raylib/examples/core/core_input_keys.c +59 -0
  172. package/vendor/raylib/examples/core/core_input_keys.png +0 -0
  173. package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
  174. package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
  175. package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
  176. package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
  177. package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
  178. package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
  179. package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
  180. package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
  181. package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
  182. package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
  183. package/vendor/raylib/examples/core/core_random_values.c +67 -0
  184. package/vendor/raylib/examples/core/core_random_values.png +0 -0
  185. package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
  186. package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
  187. package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
  188. package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
  189. package/vendor/raylib/examples/core/core_split_screen.c +155 -0
  190. package/vendor/raylib/examples/core/core_split_screen.png +0 -0
  191. package/vendor/raylib/examples/core/core_storage_values.c +87 -0
  192. package/vendor/raylib/examples/core/core_storage_values.png +0 -0
  193. package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
  194. package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
  195. package/vendor/raylib/examples/core/core_window_flags.c +191 -0
  196. package/vendor/raylib/examples/core/core_window_flags.png +0 -0
  197. package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
  198. package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
  199. package/vendor/raylib/examples/core/core_world_screen.c +78 -0
  200. package/vendor/raylib/examples/core/core_world_screen.png +0 -0
  201. package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
  202. package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
  203. package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
  204. package/vendor/raylib/examples/core/resources/ps3.png +0 -0
  205. package/vendor/raylib/examples/core/resources/xbox.png +0 -0
  206. package/vendor/raylib/examples/examples_template.c +100 -0
  207. package/vendor/raylib/examples/models/models_animation.c +114 -0
  208. package/vendor/raylib/examples/models/models_animation.png +0 -0
  209. package/vendor/raylib/examples/models/models_billboard.c +75 -0
  210. package/vendor/raylib/examples/models/models_billboard.png +0 -0
  211. package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
  212. package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
  213. package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
  214. package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
  215. package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
  216. package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
  217. package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
  218. package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
  219. package/vendor/raylib/examples/models/models_heightmap.c +82 -0
  220. package/vendor/raylib/examples/models/models_heightmap.png +0 -0
  221. package/vendor/raylib/examples/models/models_loading.c +146 -0
  222. package/vendor/raylib/examples/models/models_loading.png +0 -0
  223. package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
  224. package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
  225. package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
  226. package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
  227. package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
  228. package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
  229. package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
  230. package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
  231. package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
  232. package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
  233. package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
  234. package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
  235. package/vendor/raylib/examples/models/models_skybox.c +262 -0
  236. package/vendor/raylib/examples/models/models_skybox.png +0 -0
  237. package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
  238. package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
  239. package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
  240. package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
  241. package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
  242. package/vendor/raylib/examples/models/resources/billboard.png +0 -0
  243. package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
  244. package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
  245. package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
  246. package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
  247. package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
  248. package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
  249. package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
  250. package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
  251. package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
  252. package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
  253. package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
  254. package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
  255. package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
  256. package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
  257. package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
  258. package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
  259. package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
  260. package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
  261. package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
  262. package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
  263. package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
  264. package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
  265. package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
  266. package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
  267. package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
  268. package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
  269. package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
  270. package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
  271. package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
  272. package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
  273. package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
  274. package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
  275. package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
  276. package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
  277. package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
  278. package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
  279. package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
  280. package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
  281. package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
  282. package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
  283. package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
  284. package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
  285. package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
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+ /*******************************************************************************************
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+ *
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+ * raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
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+ *
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+ * This example has been created using raylib 1.3 (www.raylib.com)
6
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7
+ *
8
+ * Copyright (c) 2015 Ramon Santamaria (@raysan5)
9
+ *
10
+ ********************************************************************************************/
11
+
12
+ #include "raylib.h"
13
+
14
+ int main(void)
15
+ {
16
+ // Initialization
17
+ //--------------------------------------------------------------------------------------
18
+ const int screenWidth = 800;
19
+ const int screenHeight = 450;
20
+
21
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
22
+
23
+ // Define the camera to look into our 3d world
24
+ Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
25
+
26
+ Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
27
+ Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
28
+ Color playerColor = GREEN;
29
+
30
+ Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
31
+ Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
32
+
33
+ Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
34
+ float enemySphereSize = 1.5f;
35
+
36
+ bool collision = false;
37
+
38
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
39
+ //--------------------------------------------------------------------------------------
40
+
41
+ // Main game loop
42
+ while (!WindowShouldClose()) // Detect window close button or ESC key
43
+ {
44
+ // Update
45
+ //----------------------------------------------------------------------------------
46
+
47
+ // Move player
48
+ if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
49
+ else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
50
+ else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
51
+ else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
52
+
53
+ collision = false;
54
+
55
+ // Check collisions player vs enemy-box
56
+ if (CheckCollisionBoxes(
57
+ (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
58
+ playerPosition.y - playerSize.y/2,
59
+ playerPosition.z - playerSize.z/2 },
60
+ (Vector3){ playerPosition.x + playerSize.x/2,
61
+ playerPosition.y + playerSize.y/2,
62
+ playerPosition.z + playerSize.z/2 }},
63
+ (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
64
+ enemyBoxPos.y - enemyBoxSize.y/2,
65
+ enemyBoxPos.z - enemyBoxSize.z/2 },
66
+ (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
67
+ enemyBoxPos.y + enemyBoxSize.y/2,
68
+ enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
69
+
70
+ // Check collisions player vs enemy-sphere
71
+ if (CheckCollisionBoxSphere(
72
+ (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
73
+ playerPosition.y - playerSize.y/2,
74
+ playerPosition.z - playerSize.z/2 },
75
+ (Vector3){ playerPosition.x + playerSize.x/2,
76
+ playerPosition.y + playerSize.y/2,
77
+ playerPosition.z + playerSize.z/2 }},
78
+ enemySpherePos, enemySphereSize)) collision = true;
79
+
80
+ if (collision) playerColor = RED;
81
+ else playerColor = GREEN;
82
+ //----------------------------------------------------------------------------------
83
+
84
+ // Draw
85
+ //----------------------------------------------------------------------------------
86
+ BeginDrawing();
87
+
88
+ ClearBackground(RAYWHITE);
89
+
90
+ BeginMode3D(camera);
91
+
92
+ // Draw enemy-box
93
+ DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
94
+ DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
95
+
96
+ // Draw enemy-sphere
97
+ DrawSphere(enemySpherePos, enemySphereSize, GRAY);
98
+ DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
99
+
100
+ // Draw player
101
+ DrawCubeV(playerPosition, playerSize, playerColor);
102
+
103
+ DrawGrid(10, 1.0f); // Draw a grid
104
+
105
+ EndMode3D();
106
+
107
+ DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
108
+
109
+ DrawFPS(10, 10);
110
+
111
+ EndDrawing();
112
+ //----------------------------------------------------------------------------------
113
+ }
114
+
115
+ // De-Initialization
116
+ //--------------------------------------------------------------------------------------
117
+ CloseWindow(); // Close window and OpenGL context
118
+ //--------------------------------------------------------------------------------------
119
+
120
+ return 0;
121
+ }
@@ -0,0 +1,87 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [models] example - Cubicmap loading and drawing
4
+ *
5
+ * This example has been created using raylib 1.8 (www.raylib.com)
6
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7
+ *
8
+ * Copyright (c) 2015 Ramon Santamaria (@raysan5)
9
+ *
10
+ ********************************************************************************************/
11
+
12
+ #include "raylib.h"
13
+
14
+ int main(void)
15
+ {
16
+ // Initialization
17
+ //--------------------------------------------------------------------------------------
18
+ const int screenWidth = 800;
19
+ const int screenHeight = 450;
20
+
21
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
22
+
23
+ // Define the camera to look into our 3d world
24
+ Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
25
+
26
+ Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
27
+ Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
28
+
29
+ Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
30
+ Model model = LoadModelFromMesh(mesh);
31
+
32
+ // NOTE: By default each cube is mapped to one part of texture atlas
33
+ Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
34
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
35
+
36
+ Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
37
+
38
+ UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
39
+
40
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
41
+
42
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
43
+ //--------------------------------------------------------------------------------------
44
+
45
+ // Main game loop
46
+ while (!WindowShouldClose()) // Detect window close button or ESC key
47
+ {
48
+ // Update
49
+ //----------------------------------------------------------------------------------
50
+ UpdateCamera(&camera); // Update camera
51
+ //----------------------------------------------------------------------------------
52
+
53
+ // Draw
54
+ //----------------------------------------------------------------------------------
55
+ BeginDrawing();
56
+
57
+ ClearBackground(RAYWHITE);
58
+
59
+ BeginMode3D(camera);
60
+
61
+ DrawModel(model, mapPosition, 1.0f, WHITE);
62
+
63
+ EndMode3D();
64
+
65
+ DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
66
+ DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
67
+
68
+ DrawText("cubicmap image used to", 658, 90, 10, GRAY);
69
+ DrawText("generate map 3d model", 658, 104, 10, GRAY);
70
+
71
+ DrawFPS(10, 10);
72
+
73
+ EndDrawing();
74
+ //----------------------------------------------------------------------------------
75
+ }
76
+
77
+ // De-Initialization
78
+ //--------------------------------------------------------------------------------------
79
+ UnloadTexture(cubicmap); // Unload cubicmap texture
80
+ UnloadTexture(texture); // Unload map texture
81
+ UnloadModel(model); // Unload map model
82
+
83
+ CloseWindow(); // Close window and OpenGL context
84
+ //--------------------------------------------------------------------------------------
85
+
86
+ return 0;
87
+ }
@@ -0,0 +1,122 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [models] example - first person maze
4
+ *
5
+ * This example has been created using raylib 2.5 (www.raylib.com)
6
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7
+ *
8
+ * Copyright (c) 2019 Ramon Santamaria (@raysan5)
9
+ *
10
+ ********************************************************************************************/
11
+
12
+ #include "raylib.h"
13
+
14
+ #include <stdlib.h> // Required for: free()
15
+
16
+ int main(void)
17
+ {
18
+ // Initialization
19
+ //--------------------------------------------------------------------------------------
20
+ const int screenWidth = 800;
21
+ const int screenHeight = 450;
22
+
23
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
24
+
25
+ // Define the camera to look into our 3d world
26
+ Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
27
+
28
+ Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
29
+ Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
30
+ Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
31
+ Model model = LoadModelFromMesh(mesh);
32
+
33
+ // NOTE: By default each cube is mapped to one part of texture atlas
34
+ Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
35
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
36
+
37
+ // Get map image data to be used for collision detection
38
+ Color *mapPixels = LoadImageColors(imMap);
39
+ UnloadImage(imMap); // Unload image from RAM
40
+
41
+ Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
42
+
43
+ SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
44
+
45
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
46
+ //--------------------------------------------------------------------------------------
47
+
48
+ // Main game loop
49
+ while (!WindowShouldClose()) // Detect window close button or ESC key
50
+ {
51
+ // Update
52
+ //----------------------------------------------------------------------------------
53
+ Vector3 oldCamPos = camera.position; // Store old camera position
54
+
55
+ UpdateCamera(&camera); // Update camera
56
+
57
+ // Check player collision (we simplify to 2D collision detection)
58
+ Vector2 playerPos = { camera.position.x, camera.position.z };
59
+ float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
60
+
61
+ int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
62
+ int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
63
+
64
+ // Out-of-limits security check
65
+ if (playerCellX < 0) playerCellX = 0;
66
+ else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
67
+
68
+ if (playerCellY < 0) playerCellY = 0;
69
+ else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
70
+
71
+ // Check map collisions using image data and player position
72
+ // TODO: Improvement: Just check player surrounding cells for collision
73
+ for (int y = 0; y < cubicmap.height; y++)
74
+ {
75
+ for (int x = 0; x < cubicmap.width; x++)
76
+ {
77
+ if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
78
+ (CheckCollisionCircleRec(playerPos, playerRadius,
79
+ (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
80
+ {
81
+ // Collision detected, reset camera position
82
+ camera.position = oldCamPos;
83
+ }
84
+ }
85
+ }
86
+ //----------------------------------------------------------------------------------
87
+
88
+ // Draw
89
+ //----------------------------------------------------------------------------------
90
+ BeginDrawing();
91
+
92
+ ClearBackground(RAYWHITE);
93
+
94
+ BeginMode3D(camera);
95
+ DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
96
+ EndMode3D();
97
+
98
+ DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
99
+ DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
100
+
101
+ // Draw player position radar
102
+ DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
103
+
104
+ DrawFPS(10, 10);
105
+
106
+ EndDrawing();
107
+ //----------------------------------------------------------------------------------
108
+ }
109
+
110
+ // De-Initialization
111
+ //--------------------------------------------------------------------------------------
112
+ UnloadImageColors(mapPixels); // Unload color array
113
+
114
+ UnloadTexture(cubicmap); // Unload cubicmap texture
115
+ UnloadTexture(texture); // Unload map texture
116
+ UnloadModel(model); // Unload map model
117
+
118
+ CloseWindow(); // Close window and OpenGL context
119
+ //--------------------------------------------------------------------------------------
120
+
121
+ return 0;
122
+ }
@@ -0,0 +1,80 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
4
+ *
5
+ * This example has been created using raylib 1.0 (www.raylib.com)
6
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7
+ *
8
+ * Copyright (c) 2014 Ramon Santamaria (@raysan5)
9
+ *
10
+ ********************************************************************************************/
11
+
12
+ #include "raylib.h"
13
+
14
+ int main(void)
15
+ {
16
+ // Initialization
17
+ //--------------------------------------------------------------------------------------
18
+ const int screenWidth = 800;
19
+ const int screenHeight = 450;
20
+
21
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
22
+
23
+ // Define the camera to look into our 3d world
24
+ Camera camera = { 0 };
25
+ camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
26
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
27
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
28
+ camera.fovy = 45.0f;
29
+ camera.projection = CAMERA_PERSPECTIVE;
30
+
31
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
32
+ //--------------------------------------------------------------------------------------
33
+
34
+ // Main game loop
35
+ while (!WindowShouldClose()) // Detect window close button or ESC key
36
+ {
37
+ // Update
38
+ //----------------------------------------------------------------------------------
39
+ // TODO: Update your variables here
40
+ //----------------------------------------------------------------------------------
41
+
42
+ // Draw
43
+ //----------------------------------------------------------------------------------
44
+ BeginDrawing();
45
+
46
+ ClearBackground(RAYWHITE);
47
+
48
+ BeginMode3D(camera);
49
+
50
+ DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
51
+ DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
52
+ DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
53
+
54
+ DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
55
+ DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
56
+
57
+ DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
58
+ DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
59
+ DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
60
+
61
+ DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
62
+ DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
63
+
64
+ DrawGrid(10, 1.0f); // Draw a grid
65
+
66
+ EndMode3D();
67
+
68
+ DrawFPS(10, 10);
69
+
70
+ EndDrawing();
71
+ //----------------------------------------------------------------------------------
72
+ }
73
+
74
+ // De-Initialization
75
+ //--------------------------------------------------------------------------------------
76
+ CloseWindow(); // Close window and OpenGL context
77
+ //--------------------------------------------------------------------------------------
78
+
79
+ return 0;
80
+ }
@@ -0,0 +1,82 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [models] example - Heightmap loading and drawing
4
+ *
5
+ * This example has been created using raylib 1.8 (www.raylib.com)
6
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7
+ *
8
+ * Copyright (c) 2015 Ramon Santamaria (@raysan5)
9
+ *
10
+ ********************************************************************************************/
11
+
12
+ #include "raylib.h"
13
+
14
+ int main(void)
15
+ {
16
+ // Initialization
17
+ //--------------------------------------------------------------------------------------
18
+ const int screenWidth = 800;
19
+ const int screenHeight = 450;
20
+
21
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
22
+
23
+ // Define our custom camera to look into our 3d world
24
+ Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
25
+
26
+ Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
27
+ Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
28
+
29
+ Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
30
+ Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
31
+
32
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
33
+ Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
34
+
35
+ UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
36
+
37
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
38
+
39
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
40
+ //--------------------------------------------------------------------------------------
41
+
42
+ // Main game loop
43
+ while (!WindowShouldClose()) // Detect window close button or ESC key
44
+ {
45
+ // Update
46
+ //----------------------------------------------------------------------------------
47
+ UpdateCamera(&camera); // Update camera
48
+ //----------------------------------------------------------------------------------
49
+
50
+ // Draw
51
+ //----------------------------------------------------------------------------------
52
+ BeginDrawing();
53
+
54
+ ClearBackground(RAYWHITE);
55
+
56
+ BeginMode3D(camera);
57
+
58
+ DrawModel(model, mapPosition, 1.0f, RED);
59
+
60
+ DrawGrid(20, 1.0f);
61
+
62
+ EndMode3D();
63
+
64
+ DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
65
+ DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
66
+
67
+ DrawFPS(10, 10);
68
+
69
+ EndDrawing();
70
+ //----------------------------------------------------------------------------------
71
+ }
72
+
73
+ // De-Initialization
74
+ //--------------------------------------------------------------------------------------
75
+ UnloadTexture(texture); // Unload texture
76
+ UnloadModel(model); // Unload model
77
+
78
+ CloseWindow(); // Close window and OpenGL context
79
+ //--------------------------------------------------------------------------------------
80
+
81
+ return 0;
82
+ }
@@ -0,0 +1,146 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [models] example - Models loading
4
+ *
5
+ * raylib supports multiple models file formats:
6
+ *
7
+ * - OBJ > Text file format. Must include vertex position-texcoords-normals information,
8
+ * if files references some .mtl materials file, it will be loaded (or try to).
9
+ * - GLTF > Text/binary file format. Includes lot of information and it could
10
+ * also reference external files, raylib will try loading mesh and materials data.
11
+ * - IQM > Binary file format. Includes mesh vertex data but also animation data,
12
+ * raylib can load .iqm animations.
13
+ * - VOX > Binary file format. MagikaVoxel mesh format:
14
+ * https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
15
+ *
16
+ * This example has been created using raylib 4.0 (www.raylib.com)
17
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
18
+ *
19
+ * Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
20
+ *
21
+ ********************************************************************************************/
22
+
23
+ #include "raylib.h"
24
+
25
+ int main(void)
26
+ {
27
+ // Initialization
28
+ //--------------------------------------------------------------------------------------
29
+ const int screenWidth = 800;
30
+ const int screenHeight = 450;
31
+
32
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
33
+
34
+ // Define the camera to look into our 3d world
35
+ Camera camera = { 0 };
36
+ camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
37
+ camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point
38
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
39
+ camera.fovy = 45.0f; // Camera field-of-view Y
40
+ camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
41
+
42
+ Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
43
+ Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
44
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
45
+
46
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
47
+
48
+ BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
49
+
50
+ // NOTE: bounds are calculated from the original size of the model,
51
+ // if model is scaled on drawing, bounds must be also scaled
52
+
53
+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
54
+
55
+ bool selected = false; // Selected object flag
56
+
57
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
58
+ //--------------------------------------------------------------------------------------
59
+
60
+ // Main game loop
61
+ while (!WindowShouldClose()) // Detect window close button or ESC key
62
+ {
63
+ // Update
64
+ //----------------------------------------------------------------------------------
65
+ UpdateCamera(&camera);
66
+
67
+ // Load new models/textures on drag&drop
68
+ if (IsFileDropped())
69
+ {
70
+ int count = 0;
71
+ char **droppedFiles = GetDroppedFiles(&count);
72
+
73
+ if (count == 1) // Only support one file dropped
74
+ {
75
+ if (IsFileExtension(droppedFiles[0], ".obj") ||
76
+ IsFileExtension(droppedFiles[0], ".gltf") ||
77
+ IsFileExtension(droppedFiles[0], ".glb") ||
78
+ IsFileExtension(droppedFiles[0], ".vox") ||
79
+ IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
80
+ {
81
+ UnloadModel(model); // Unload previous model
82
+ model = LoadModel(droppedFiles[0]); // Load new model
83
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
84
+
85
+ bounds = GetMeshBoundingBox(model.meshes[0]);
86
+
87
+ // TODO: Move camera position from target enough distance to visualize model properly
88
+ }
89
+ else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
90
+ {
91
+ // Unload current model texture and load new one
92
+ UnloadTexture(texture);
93
+ texture = LoadTexture(droppedFiles[0]);
94
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
95
+ }
96
+ }
97
+
98
+ ClearDroppedFiles(); // Clear internal buffers
99
+ }
100
+
101
+ // Select model on mouse click
102
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
103
+ {
104
+ // Check collision between ray and box
105
+ if (GetRayCollisionBox(GetMouseRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
106
+ else selected = false;
107
+ }
108
+ //----------------------------------------------------------------------------------
109
+
110
+ // Draw
111
+ //----------------------------------------------------------------------------------
112
+ BeginDrawing();
113
+
114
+ ClearBackground(RAYWHITE);
115
+
116
+ BeginMode3D(camera);
117
+
118
+ DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
119
+
120
+ DrawGrid(20, 10.0f); // Draw a grid
121
+
122
+ if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
123
+
124
+ EndMode3D();
125
+
126
+ DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
127
+ if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
128
+
129
+ DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
130
+
131
+ DrawFPS(10, 10);
132
+
133
+ EndDrawing();
134
+ //----------------------------------------------------------------------------------
135
+ }
136
+
137
+ // De-Initialization
138
+ //--------------------------------------------------------------------------------------
139
+ UnloadTexture(texture); // Unload texture
140
+ UnloadModel(model); // Unload model
141
+
142
+ CloseWindow(); // Close window and OpenGL context
143
+ //--------------------------------------------------------------------------------------
144
+
145
+ return 0;
146
+ }