Working cube with imgui global cube scaling
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@ -13,6 +13,41 @@ set(BUILD_EXAMPLES OF CACHE BOOL "" FORCE)
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set(SUPPORT_EVENTS_WAITING ON CACHE BOOL "" FORCE)
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set(SUPPORT_BUSY_WAIT_LOOP OFF CACHE BOOL "" FORCE)
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FetchContent_Declare(
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imgui
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GIT_REPOSITORY https://github.com/ocornut/imgui.git
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GIT_SHALLOW TRUE
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GIT_TAG v1.91.1
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)
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FetchContent_MakeAvailable(imgui)
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add_library(ImGui SHARED
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${imgui_SOURCE_DIR}/imgui.cpp
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${imgui_SOURCE_DIR}/imgui_demo.cpp
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${imgui_SOURCE_DIR}/imgui_draw.cpp
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${imgui_SOURCE_DIR}/imgui_tables.cpp
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${imgui_SOURCE_DIR}/imgui_widgets.cpp
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)
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target_include_directories(ImGui PUBLIC ${imgui_SOURCE_DIR})
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FetchContent_Declare(
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rlimgui
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GIT_REPOSITORY https://github.com/raylib-extras/rlImGui.git
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GIT_SHALLOW TRUE
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GIT_TAG main
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)
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FetchContent_MakeAvailable(rlimgui)
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add_executable(Cuber main.cpp)
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target_link_libraries(Cuber PRIVATE raylib)
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target_include_directories(Cuber PRIVATE ${CMAKE_SOURCE_DIR}/raylib/include)
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target_include_directories(${PROJECT_NAME} PRIVATE
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${raylib_SOURCE_DIR}
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${imgui_SOURCE_DIR}
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${rlimgui_SOURCE_DIR}
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)
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add_library(rlImGui STATIC ${rlimgui_SOURCE_DIR}/rlImGui.cpp)
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target_include_directories(rlImGui PUBLIC ${rlimgui_SOURCE_DIR} ${imgui_SOURCE_DIR})
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target_link_libraries(rlImGui PRIVATE raylib ImGui)
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target_link_libraries(Cuber PRIVATE raylib ImGui rlImGui)
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59
main.cpp
59
main.cpp
@ -1,6 +1,8 @@
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#include <raylib.h>
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#include <raymath.h>
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#include <rlgl.h>
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#include "rlImGui.h"
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#include "imgui.h"
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enum CubeFace {
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FRONT = 0,
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@ -30,8 +32,6 @@ struct RubixCube {
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void DrawRubixCube(RubixCube* cube);
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void DrawPlane3D(Plane3D* plane);
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Plane3D CreatePlane3D(float width, float height);
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Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color);
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Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color, Vector3 normal);
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RubixCube CreateRubixCube(Vector3 position, float size);
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@ -48,15 +48,38 @@ int main() {
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cam.fovy = 45.0f;
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cam.projection = CAMERA_PERSPECTIVE;
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RubixCube cube = CreateRubixCube({0.0f, 0.0f, 0.0f}, 3.0f);
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float cubeSize = 3.0f;
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float previousCubeSize = cubeSize;
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RubixCube cube = CreateRubixCube({0.0f, 0.0f, 0.0f}, cubeSize);
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// Disable backface culling
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rlDisableBackfaceCulling();
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// Setup ImGui
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rlImGuiSetup(true);
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bool isControllingCamera = true;
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while (!WindowShouldClose()) {
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UpdateCamera(&cam, CAMERA_FREE);
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if (IsKeyPressed(KEY_SPACE)) isControllingCamera = !isControllingCamera;
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if (isControllingCamera) UpdateCamera(&cam, CAMERA_FREE);
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if (!isControllingCamera) DrawText("Camera paused", 10, 10, 32, BLACK);
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BeginDrawing();
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ClearBackground(GRAY);
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rlImGuiBegin();
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ImGui::Begin("Controls");
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ImGui::SliderFloat("Cube Size", &cubeSize, 1.0f, 10.0f);
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ImGui::End();
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rlImGuiEnd();
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if (cubeSize != previousCubeSize) {
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cube = CreateRubixCube({0.0f, 0.0f, 0.0f}, cubeSize);
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previousCubeSize = cubeSize;
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}
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BeginMode3D(cam);
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DrawRubixCube(&cube);
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@ -86,35 +109,34 @@ RubixCube CreateRubixCube(Vector3 position, float size) {
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float planeSize = size / 3.0f;
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int faceIndex;
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// Loop through each face and assign the 3x3 planes
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for (int face = 0; face < 6; face++) {
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faceIndex = 0; // Reset faceIndex for each face
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faceIndex = 0;
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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Vector3 planePos = { position.x + x * planeSize, position.y + y * planeSize, position.z };
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switch (face) {
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case FRONT: // FRONT face (Z positive) - RED
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case FRONT:
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planePos = { position.x + x * planeSize, position.y + y * planeSize, position.z + size / 2 };
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cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, RED, {0, 0, 1});
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break;
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case BACK: // BACK face (Z negative) - ORANGE
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case BACK:
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planePos = { position.x + x * planeSize, position.y + y * planeSize, position.z - size / 2 };
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cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, ORANGE, {0, 0, -1});
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break;
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case LEFT: // LEFT face (X negative) - BLUE
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case LEFT:
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planePos = { position.x - size / 2, position.y + y * planeSize, position.z + x * planeSize };
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cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, BLUE, {-1, 0, 0});
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break;
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case RIGHT: // RIGHT face (X positive) - GREEN
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case RIGHT:
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planePos = { position.x + size / 2, position.y + y * planeSize, position.z + x * planeSize };
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cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, GREEN, {1, 0, 0});
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break;
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case TOP: // TOP face (Y positive) - YELLOW
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case TOP:
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planePos = { position.x + x * planeSize, position.y + size / 2, position.z + y * planeSize };
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cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, YELLOW, {0, 1, 0});
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break;
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case BOTTOM: // BOTTOM face (Y negative) - WHITE
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case BOTTOM:
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planePos = { position.x + x * planeSize, position.y - size / 2, position.z + y * planeSize };
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cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, WHITE, {0, -1, 0});
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break;
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@ -165,19 +187,20 @@ Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color,
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Plane3D plane3D;
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plane3D.color = color;
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Vector3 right = {normal.z, 0, -normal.x}; // Calculate right vector from normal
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Vector3 up = {0, 1, 0}; // Default up direction
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Vector3 right, up;
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if (normal.x != 0 || normal.z != 0) {
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up = {0, 1, 0}; // Keep vertical for non-top/bottom faces
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if (Vector3Equals(normal, {0, 1, 0}) || Vector3Equals(normal, {0, -1, 0})) {
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right = {1, 0, 0};
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up = {0, 0, (normal.y > 0) ? -1 : 1};
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} else {
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right = {normal.z, 0, -normal.x};
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up = {0, 1, 0};
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}
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// First triangle (bottom-left, bottom-right, top-left)
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plane3D.one.pointOne = Vector3Add(Vector3Add(position, Vector3Scale(right, -width / 2)), Vector3Scale(up, -height / 2));
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plane3D.one.pointTwo = Vector3Add(Vector3Add(position, Vector3Scale(right, width / 2)), Vector3Scale(up, -height / 2));
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plane3D.one.pointThree = Vector3Add(Vector3Add(position, Vector3Scale(right, -width / 2)), Vector3Scale(up, height / 2));
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// Second triangle (bottom-right, top-right, top-left)
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plane3D.two.pointOne = Vector3Add(Vector3Add(position, Vector3Scale(right, width / 2)), Vector3Scale(up, -height / 2));
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plane3D.two.pointTwo = Vector3Add(Vector3Add(position, Vector3Scale(right, width / 2)), Vector3Scale(up, height / 2));
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plane3D.two.pointThree = Vector3Add(Vector3Add(position, Vector3Scale(right, -width / 2)), Vector3Scale(up, height / 2));
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