/******************************************************************************************* * * raylib [core] example - World to screen * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector2 cubeScreenPosition; SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y 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); // Update internal camera and our camera // Calculate cube screen space position (with a little offset to be in top) cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawGrid(10, 1.0f); End3dMode(); DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK); DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }