;;;; raylib [models] example - box collisions ;;;; ;;;; examples/models/models_box_collisions.c. The previous lane's finding was ;;;; that the whole models category is refused by the importer for want of a ;;;; defstruct, and that a models example is therefore mostly a binding ;;;; exercise. That is true of the twenty that load a Model — but not of this ;;;; one, which is why it is here: nothing in it is a Model, a Mesh or a ;;;; Material. It is two cubes, a sphere and one aggregate the package did not ;;;; describe. ;;;; ;;;; That aggregate is BoundingBox, and it is two Vector3s and nothing else — ;;;; no owned pointer, no array, no lifetime. One `defstruct` in ;;;; vendor/raylib/raylib.fln un-refuses four raylib functions at once ;;;; (CheckCollisionBoxes, CheckCollisionBoxSphere, DrawBoundingBox and ;;;; GetRayCollisionBox), and that is the cheapest widening of the 3D surface ;;;; available anywhere in the tree. Ray and RayCollision went in beside it ;;;; for examples/core-3d-picking.fln and for the same reason. ;;;; ;;;; So the answer to "is a models example just a binding exercise" is: the ;;;; ones that need Model are, and this one is the counterexample. What ;;;; separates them is not the category, it is whether the struct owns memory. ;;;; ;;;; What it also exercises, and what needed hand-writing rather than ;;;; generating: draw-cube-v, draw-sphere and draw-sphere-wires. All three ;;;; were in the generated half already, and all three moved to the ;;;; hand-written one here on `bindings`'s own rule — they are inside a frame, ;;;; in an example that ships in examples/. draw-cube-v in particular was ;;;; named there as generated *because nothing called it*; something calls it ;;;; now. ;;;; ;;;; The collision maths is written twice in the C, once per test, building ;;;; the player's box inline both times. It is a function here for the reason ;;;; the eyes example gives: two copies of the same eight expressions cannot ;;;; be checked against each other by reading them. import rl "vendor:raylib" const screen-width = 800 const screen-height = 450 once camera: rl/Camera3D once player-position: rl/Vector3 once player-size: rl/Vector3 once player-color: rl/Color once enemy-box-pos: rl/Vector3 once enemy-box-size: rl/Vector3 once enemy-sphere-pos: rl/Vector3 const enemy-sphere-size: f32 = 1.5 ;; A box centred on `centre` with the given extents. raylib's BoundingBox is ;; min-corner/max-corner, not centre/size, and every collision call in the ;; family takes the corner form — so this is the conversion the C writes out ;; longhand at each of its two call sites. ;; ;; It used to be eight expressions of field arithmetic here too; it is the ;; half-extent subtracted and added now that the package carries vector ;; arithmetic — see vendor/raylib/vector.fln, which is Flan and not C ;; because raymath is `static inline` and has no symbol to bind. fn box-around(centre: rl/Vector3, size: rl/Vector3) -> rl/BoundingBox let half = rl/v3-scale(size, 0.5) rl/BoundingBox{.min rl/v3-sub(centre, half) .max rl/v3-add(centre, half)} fn main() -> () rl/init-window(screen-width, screen-height, "raylib [models] example - box collisions") defer rl/close-window() ;; The C writes this camera as a brace initialiser with a trailing 0 for the ;; projection, which is CAMERA_PERSPECTIVE. Named here, because the enum ;; exists precisely so that the 0 does not have to be remembered. camera = rl/Camera3D{.position rl/Vector3{.x 0.0 .y 10.0 .z 10.0} .target rl/Vector3{.x 0.0 .y 0.0 .z 0.0} .up rl/Vector3{.x 0.0 .y 1.0 .z 0.0} .fovy 45.0 .projection :projection-perspective} player-position = rl/Vector3{.x 0.0 .y 1.0 .z 2.0} player-size = rl/Vector3{.x 1.0 .y 2.0 .z 1.0} player-color = rl/green enemy-box-pos = rl/Vector3{.x -4.0 .y 1.0 .z 0.0} enemy-box-size = rl/Vector3{.x 2.0 .y 2.0 .z 2.0} enemy-sphere-pos = rl/Vector3{.x 4.0 .y 0.0 .z 0.0} rl/set-target-fps(60) until rl/window-should-close() ;; Update. The arrow keys move on the XZ plane, and the C's else-if chain ;; means only one direction applies per frame — diagonal movement is not ;; possible, deliberately. if rl/is-key-down(:key-right) player-position.x += 0.2 elif rl/is-key-down(:key-left) player-position.x -= 0.2 elif rl/is-key-down(:key-down) player-position.z += 0.2 elif rl/is-key-down(:key-up) player-position.z -= 0.2 let player-box = box-around(player-position, player-size) let hit = rl/check-collision-boxes(player-box, box-around(enemy-box-pos, enemy-box-size)) or rl/check-collision-box-sphere(player-box, enemy-sphere-pos, enemy-sphere-size) player-color = (if hit then rl/red else rl/green) ;; Draw rl/with-drawing: rl/clear-background(rl/raywhite) rl/with-mode-3d(camera): rl/draw-cube(enemy-box-pos, enemy-box-size.x, enemy-box-size.y, enemy-box-size.z, rl/gray) rl/draw-cube-wires(enemy-box-pos, enemy-box-size.x, enemy-box-size.y, enemy-box-size.z, rl/darkgray) ;; draw-sphere is draw-sphere-ex at 16 rings and 16 slices; the wires form ;; takes them because the tessellation is only visible in the wireframe. rl/draw-sphere(enemy-sphere-pos, enemy-sphere-size, rl/gray) rl/draw-sphere-wires(enemy-sphere-pos, enemy-sphere-size, 16, 16, rl/darkgray) rl/draw-cube-v(player-position, player-size, player-color) rl/draw-grid(10, 1.0) rl/draw-text("Move player with arrow keys to collide", 220, 40, 20, rl/gray) rl/draw-fps(10, 10)