fix dynamic to import exactly the same as static

This commit is contained in:
richard 2021-10-04 16:20:18 +01:00
parent 192fca8622
commit 316f0bb1e4
4 changed files with 10 additions and 54 deletions

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@ -24,6 +24,7 @@ import pathlib
import platform import platform
from .version import __version__ from .version import __version__
MODULE = pathlib.Path(__file__).parent MODULE = pathlib.Path(__file__).parent
def raylib_library_path(): def raylib_library_path():
@ -56,3 +57,5 @@ try:
print('LOADED DYNAMICALLY SHARED LIB {} {}'.format(__version__, raylib_fname)) print('LOADED DYNAMICALLY SHARED LIB {} {}'.format(__version__, raylib_fname))
except Exception as e: except Exception as e:
print(e) print(e)
from .pyray import PyRay

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@ -2,8 +2,8 @@
This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors and segfaults. This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors and segfaults.
But it doesnt require any C compiler to build. But it doesnt require any C compiler to build.
""" """
from raylib import ffi, rl
from raylib.colors import * from raylib import ffi, rl, colors
rl.InitWindow(800, 450, b"Raylib dynamic binding test") rl.InitWindow(800, 450, b"Raylib dynamic binding test")
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
@ -22,12 +22,12 @@ rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)
while not rl.WindowShouldClose(): while not rl.WindowShouldClose():
rl.UpdateCamera(camera) rl.UpdateCamera(camera)
rl.BeginDrawing() rl.BeginDrawing()
rl.ClearBackground(RAYWHITE) rl.ClearBackground(colors.RAYWHITE)
rl.BeginMode3D(camera[0]) rl.BeginMode3D(camera[0])
rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, RED) rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, colors.RED)
rl.DrawGrid(20, 1.0) rl.DrawGrid(20, 1.0)
rl.EndMode3D() rl.EndMode3D()
rl.DrawText(b"This mesh should be textured", 190, 200, 20, VIOLET) rl.DrawText(b"This mesh should be textured", 190, 200, 20, colors.VIOLET)
rl.EndDrawing() rl.EndDrawing()
rl.CloseWindow() rl.CloseWindow()

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@ -1,48 +0,0 @@
"""
This shows how to use the Pyray wrapper around the static binding.
"""
from raylib.pyray import PyRay
from raylib.colors import *
pyray = PyRay()
pyray.init_window(800, 450, "Raylib texture test")
pyray.set_target_fps(60)
image = pyray.gen_image_color(800, 400, (0,0,0,255) )
texture = pyray.load_texture_from_image(image)
pyray.update_texture(texture, image.data)
camera = pyray.Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0)
image = pyray.load_image("../examples/models/resources/heightmap.png")
texture = pyray.load_texture_from_image(image)
mesh = pyray.gen_mesh_heightmap(image, (16, 8, 16))
model = pyray.load_model_from_mesh(mesh)
model.materials.maps[pyray.MATERIAL_MAP_DIFFUSE].texture = texture
pyray.unload_image(image)
pyray.set_camera_mode(camera, pyray.CAMERA_ORBITAL)
pos = pyray.get_mouse_position()
ray = pyray.get_mouse_ray(pos, camera)
rayhit = pyray.get_collision_ray_ground(ray, 0)
print(str(rayhit.position.x))
while not pyray.window_should_close():
pyray.update_camera(camera)
pyray.begin_drawing()
pyray.clear_background(RAYWHITE)
pyray.begin_mode_3d(camera)
pyray.draw_model(model, (-8.0, 0.0, -8.0), 1.0, RED)
pyray.draw_grid(20, 1.0)
pyray.end_mode_3d()
pyray.draw_text("This mesh should be textured", 190, 200, 20, VIOLET)
pyray.end_drawing()
pos = pyray.get_mouse_position()
ray = pyray.get_mouse_ray(pos, camera)
rayhit = pyray.get_collision_ray_ground(ray, 0)
#print(str(rayhit.position.x))
pyray.close_window()

1
dynamic/test_pyray.py Symbolic link
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@ -0,0 +1 @@
../test_pyray.py

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@ -1 +1 @@
__version__ = "3.7.0.post7" __version__ = "3.7.0.post8"