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world screen

★★☆☆by Ramon Santamaria (@raysan5)

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//! raylib [core] example - world screen
//!
//! Zig-API translation of examples/core/core_world_screen.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)

const rl = @import("raylib");

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [core] example - world screen");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Define the camera to look into our 3d world
    var camera: rl.Camera = .{
        .position = .{ .x = 10.0, .y = 10.0, .z = 10.0 }, // Camera position
        .target = .{ .x = 0.0, .y = 0.0, .z = 0.0 }, // Camera looking at point
        .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
        .fovy = 45.0, // Camera field-of-view Y
        .projection = .perspective, // Camera projection type
    };

    const cube_position: rl.Vector3 = .{ .x = 0.0, .y = 0.0, .z = 0.0 };

    rl.disableCursor(); // Limit cursor to relative movement inside the window

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        rl.updateCamera(&camera, .third_person);

        // Calculate cube screen space position (with a little offset to be in top)
        const cube_screen_position = rl.getWorldToScreen(.{
            .x = cube_position.x,
            .y = cube_position.y + 2.5,
            .z = cube_position.z,
        }, camera);
        const screen_x: i32 = @intFromFloat(cube_screen_position.x);
        const screen_y: i32 = @intFromFloat(cube_screen_position.y);

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        {
            rl.beginMode3D(camera);
            defer rl.endMode3D();

            rl.drawCube(cube_position, 2.0, 2.0, 2.0, .red);
            rl.drawCubeWires(cube_position, 2.0, 2.0, 2.0, .maroon);

            rl.drawGrid(10, 1.0);
        }

        const enemy_text = "Enemy: 100/100";
        rl.drawText(enemy_text, screen_x - @divTrunc(rl.measureText(enemy_text, 20), 2), screen_y, 20, .black);

        rl.drawText(rl.textFormat("Cube position in screen space coordinates: [{d}, {d}]", .{ screen_x, screen_y }), 10, 10, 20, .lime);
        rl.drawText("Text 2d should be always on top of the cube", 10, 40, 20, .gray);
    }
}
/*******************************************************************************************
*
*   raylib [core] example - world screen
*
*   Example complexity rating: [★★☆☆] 2/4
*
*   Example originally created with raylib 1.3, last time updated with raylib 1.4
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - world screen");

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type

    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
    Vector2 cubeScreenPosition = { 0.0f, 0.0f };

    DisableCursor();                    // Limit cursor to relative movement inside the window

    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, CAMERA_THIRD_PERSON);

        // 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);

            BeginMode3D(camera);

                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);

                DrawGrid(10, 1.0f);

            EndMode3D();

            DrawText("Enemy: 100/100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);

            DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
            DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.