140 lines
3.5 KiB
C
140 lines
3.5 KiB
C
#include "raylib.h"
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#include "raymath.h"
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#include "rcamera.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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const int screen_width = 800;
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const int screen_height = 450;
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Camera camera = {0};
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Ray ray = {0};
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Model parth;
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Texture2D texture;
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Vector3 parth_pos = {0.0f, 0.0f, 0.0f};
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BoundingBox parth_bound_box;
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void MainGameLoop(void);
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int main(int argc, char **argv)
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{
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InitWindow(screen_width, screen_height, "Parthanon 3D");
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camera.position = (Vector3){-9.0f, 9.0f, 4.0f};
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camera.target = (Vector3){9.0f, 9.0f, 0.0f};
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camera.up = (Vector3){0.0f, 1.0f, 0.0f};
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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parth = LoadModel("resources/parthanon.obj");
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texture = LoadTexture("resources/parthanon.png");
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parth.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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parth_bound_box = GetMeshBoundingBox(parth.meshes[0]);
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(MainGameLoop, 0, 1);
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#else
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor();
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while (!WindowShouldClose())
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{
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MainGameLoop();
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}
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#endif
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UnloadModel(parth);
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UnloadTexture(texture);
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CloseWindow();
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return 0;
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}
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/**
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* Main game loop
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*/
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void MainGameLoop(void)
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{
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// Lock mouse cursor if mouse click on canvas
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) DisableCursor();
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if (IsKeyPressed(KEY_ESCAPE)) EnableCursor();
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/* UpdateCamera(&camera, CAMERA_FIRST_PERSON); */
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UpdateCameraPro(&camera,
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(Vector3){
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
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0.0f // Move up-down
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},
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(Vector3){
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GetMouseDelta().x*0.05f, // Rotation: yaw
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GetMouseDelta().y*0.05f, // Rotation: pitch
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0.0f // Rotation: roll
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},
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GetMouseWheelMove()*2.0f); // Move to target (zoom)
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RayCollision collision = {0};
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collision.distance = 10000000.0f; // arbitrary reasonable distance.
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collision.hit = false;
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// ray pointing down so we are always just above the floor.
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ray = (Ray){camera.position, (Vector3){0.0f, -1.0f, 0.0f}};
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RayCollision bb_hit = GetRayCollisionBox(ray, parth_bound_box);
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if ((bb_hit.hit) && (bb_hit.distance < collision.distance))
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{
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collision = bb_hit;
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RayCollision mesh_collide = {0};
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for (int m = 0; m < parth.meshCount; m++)
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{
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mesh_collide = GetRayCollisionMesh(ray, parth.meshes[m], parth.transform);
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if (mesh_collide.hit)
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{
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if ((!collision.hit) || (collision.distance > mesh_collide.distance))
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{
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collision = mesh_collide;
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}
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break;
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}
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}
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if (mesh_collide.hit)
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{
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collision = mesh_collide;
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}
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(parth, parth_pos, 1.0f, WHITE);
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if (collision.hit)
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{
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camera.position.y = collision.point.y + 0.4; // Camera position
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if (camera.position.y < 0.0f)
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{
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camera.position.y = 0.4f;
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}
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}
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DrawGrid(10, 10.0f);
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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}
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