refactor pyray into separate module
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8666f0cff8
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24 changed files with 2394 additions and 2055 deletions
18
tests/color_test.py
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18
tests/color_test.py
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import pyray
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pyray.init_window(800, 400, 'demo')
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white = pyray.get_color(0xFFFFFFFF)
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red = pyray.get_color(0xFF0000FF)
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green = pyray.get_color(0x00FF00FF)
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blue = pyray.get_color(0x0000FFFF)
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while not pyray.window_should_close():
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pyray.begin_drawing()
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pyray.clear_background(white)
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pyray.draw_rectangle(0, 0, 100, 100, red)
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pyray.draw_rectangle(100, 100, 100, 100, green)
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pyray.draw_rectangle(200, 200, 100, 100, blue)
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pyray.end_drawing()
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pyray.close_window()
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8
tests/hello_world.py
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8
tests/hello_world.py
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from pyray import *
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init_window(800, 450, "Hello")
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while not window_should_close():
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begin_drawing()
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clear_background(WHITE)
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draw_text("Hello world", 190, 200, 20, VIOLET)
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end_drawing()
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close_window()
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45
tests/test_pyray.py
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45
tests/test_pyray.py
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"""
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This shows how to use the Pyray wrapper around the static binding.
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"""
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import pyray as pr
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pr.init_window(800, 450, "Raylib texture test")
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pr.set_target_fps(60)
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image = pr.gen_image_color(800, 400, (0,0,0,255) )
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texture = pr.load_texture_from_image(image)
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pr.update_texture(texture, image.data)
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camera = pr.Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0)
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image = pr.load_image("examples/models/resources/heightmap.png")
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texture = pr.load_texture_from_image(image)
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mesh = pr.gen_mesh_heightmap(image, (16, 8, 16))
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model = pr.load_model_from_mesh(mesh)
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model.materials.maps[pr.MATERIAL_MAP_DIFFUSE].texture = texture
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pr.unload_image(image)
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pr.set_camera_mode(camera, pr.CAMERA_ORBITAL)
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pos = pr.get_mouse_position()
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ray = pr.get_mouse_ray(pos, camera)
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rayhit = pr.get_collision_ray_ground(ray, 0)
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print(str(rayhit.position.x))
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while not pr.window_should_close():
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pr.update_camera(camera)
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pr.begin_drawing()
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pr.clear_background(pr.RAYWHITE)
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pr.begin_mode_3d(camera)
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pr.draw_model(model, (-8.0, 0.0, -8.0), 1.0, pr.RED)
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pr.draw_grid(20, 1.0)
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pr.end_mode_3d()
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pr.draw_text("This mesh should be textured", 190, 200, 20, pr.VIOLET)
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pr.end_drawing()
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pos = pr.get_mouse_position()
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ray = pr.get_mouse_ray(pos, camera)
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rayhit = pr.get_collision_ray_ground(ray, 0)
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#print(str(rayhit.position.x))
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pr.close_window()
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45
tests/test_pyray_no_prefix.py
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45
tests/test_pyray_no_prefix.py
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"""
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This shows how to use the Pyray wrapper around the static binding.
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"""
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from pyray import *
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init_window(800, 450, "Raylib texture test")
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set_target_fps(60)
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image = gen_image_color(800, 400, (0,0,0,255) )
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texture = load_texture_from_image(image)
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update_texture(texture, image.data)
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camera = Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0)
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image = load_image("examples/models/resources/heightmap.png")
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texture = load_texture_from_image(image)
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mesh = gen_mesh_heightmap(image, (16, 8, 16))
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model = load_model_from_mesh(mesh)
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model.materials.maps[MATERIAL_MAP_DIFFUSE].texture = texture
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unload_image(image)
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set_camera_mode(camera, CAMERA_ORBITAL)
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pos = get_mouse_position()
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ray = get_mouse_ray(pos, camera)
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rayhit = get_collision_ray_ground(ray, 0)
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print(str(rayhit.position.x))
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while not window_should_close():
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update_camera(camera)
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begin_drawing()
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clear_background(RAYWHITE)
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begin_mode_3d(camera)
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draw_model(model, (-8.0, 0.0, -8.0), 1.0, RED)
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draw_grid(20, 1.0)
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end_mode_3d()
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draw_text("This mesh should be textured", 190, 200, 20, VIOLET)
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end_drawing()
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pos = get_mouse_position()
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ray = get_mouse_ray(pos, camera)
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rayhit = get_collision_ray_ground(ray, 0)
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#print(str(rayhit.position.x))
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close_window()
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47
tests/test_pyray_old_api.py
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47
tests/test_pyray_old_api.py
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"""
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This shows how to use the Pyray wrapper around the static binding.
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"""
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from raylib import pyray
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pr = pyray.PyRay()
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pr.init_window(800, 450, "Raylib texture test")
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pr.set_target_fps(60)
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image = pr.gen_image_color(800, 400, (0,0,0,255) )
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texture = pr.load_texture_from_image(image)
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pr.update_texture(texture, image.data)
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camera = pr.Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0)
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image = pr.load_image("examples/models/resources/heightmap.png")
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texture = pr.load_texture_from_image(image)
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mesh = pr.gen_mesh_heightmap(image, (16, 8, 16))
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model = pr.load_model_from_mesh(mesh)
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model.materials.maps[pr.MATERIAL_MAP_DIFFUSE].texture = texture
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pr.unload_image(image)
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pr.set_camera_mode(camera, pr.CAMERA_ORBITAL)
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pos = pr.get_mouse_position()
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ray = pr.get_mouse_ray(pos, camera)
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rayhit = pr.get_collision_ray_ground(ray, 0)
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print(str(rayhit.position.x))
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while not pr.window_should_close():
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pr.update_camera(camera)
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pr.begin_drawing()
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pr.clear_background(pr.RAYWHITE)
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pr.begin_mode_3d(camera)
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pr.draw_model(model, (-8.0, 0.0, -8.0), 1.0, pr.RED)
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pr.draw_grid(20, 1.0)
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pr.end_mode_3d()
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pr.draw_text("This mesh should be textured", 190, 200, 20, pr.VIOLET)
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pr.end_drawing()
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pos = pr.get_mouse_position()
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ray = pr.get_mouse_ray(pos, camera)
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rayhit = pr.get_collision_ray_ground(ray, 0)
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#print(str(rayhit.position.x))
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pr.close_window()
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31
tests/test_static.py
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31
tests/test_static.py
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"""
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This shows how to use the CFFI static (API) binding. It should be fast and code be as close as possible to original
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C code.
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"""
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from raylib import *
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InitWindow(800, 450, b"Raylib static texture test")
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SetTargetFPS(60)
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camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])
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image = LoadImage(b"examples/models/resources/heightmap.png")
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texture = LoadTextureFromImage(image)
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mesh = GenMeshHeightmap(image, (16, 8, 16))
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model = LoadModelFromMesh(mesh)
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model.materials.maps[MATERIAL_MAP_DIFFUSE].texture = texture
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UnloadImage(image)
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SetCameraMode(camera[0], CAMERA_ORBITAL)
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while not WindowShouldClose():
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UpdateCamera(camera)
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BeginDrawing()
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ClearBackground(RAYWHITE)
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BeginMode3D(camera[0])
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DrawModel(model, (-8.0, 0.0, -8.0), 1.0, RED)
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DrawGrid(20, 1.0)
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EndMode3D()
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DrawText(b"This mesh should be textured", 190, 200, 20, VIOLET)
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EndDrawing()
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CloseWindow()
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37
tests/test_static_with_only_api_from_dynamic.py
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37
tests/test_static_with_only_api_from_dynamic.py
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"""
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This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors and segfaults.
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But it doesnt require any C compiler to build.
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"""
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from raylib import ffi, rl, colors
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rl.InitWindow(800, 450, b"Raylib dynamic binding test")
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rl.SetTargetFPS(60)
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camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])
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image = rl.LoadImage(b"examples/models/resources/heightmap.png")
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texture = rl.LoadTextureFromImage(image)
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mesh = rl.GenMeshHeightmap(image, [16, 8, 16])
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model = rl.LoadModelFromMesh(mesh)
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print(model.materials) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ?
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model.materials.maps[rl.MATERIAL_MAP_DIFFUSE].texture = texture
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rl.UnloadImage(image)
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rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)
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while not rl.WindowShouldClose():
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rl.UpdateCamera(camera)
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rl.BeginDrawing()
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rl.ClearBackground(colors.RAYWHITE)
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rl.BeginMode3D(camera[0])
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rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, colors.RED)
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rl.DrawGrid(20, 1.0)
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rl.EndMode3D()
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rl.DrawText(b"This mesh should be textured", 190, 200, 20, colors.VIOLET)
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rl.EndDrawing()
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rl.CloseWindow()
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"""
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Previously this failed to work in the same place the ctypes binding fails, accessing
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materials of a model. I though it was because Python can't dynamically tell the difference between a pointer and an array.
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"""
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32
tests/test_static_with_prefix.py
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32
tests/test_static_with_prefix.py
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"""
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This shows how to use the CFFI static (API) binding. It should be fast and code be as close as possible to original
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C code.
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"""
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import raylib as rl
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rl.InitWindow(800, 450, b"Raylib static binding test with prefix")
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rl.SetTargetFPS(60)
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camera = rl.ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])
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image = rl.LoadImage(b"examples/models/resources/heightmap.png")
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texture = rl.LoadTextureFromImage(image)
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mesh = rl.GenMeshHeightmap(image, [16, 8, 16])
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model = rl.LoadModelFromMesh(mesh)
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print(model.materials) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ?
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model.materials.maps[rl.MATERIAL_MAP_DIFFUSE].texture = texture
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rl.UnloadImage(image)
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rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)
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while not rl.WindowShouldClose():
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rl.UpdateCamera(camera)
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rl.BeginDrawing()
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rl.ClearBackground(rl.RAYWHITE)
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rl.BeginMode3D(camera[0])
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rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, rl.RED)
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rl.DrawGrid(20, 1.0)
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rl.EndMode3D()
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rl.DrawText(b"This mesh should be textured", 190, 200, 20, rl.VIOLET)
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rl.EndDrawing()
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rl.CloseWindow()
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