/******************************************************************************************* * * raylib [models] example - loading m3d * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 4.5, last time updated with raylib 4.5 * * Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5) * * NOTES: * - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d * - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender * * 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) 2022-2025 bzt (@bztsrc) * ********************************************************************************************/ #include "raylib.h" static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - loading m3d"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position camera.target = (Vector3){ 0.0f, 0.4f, 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 // Load model Model model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load animation data int animCount = 0; ModelAnimation *anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", &animCount); // Animation playing variables unsigned int animIndex = 0; // Current animation playing float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames) 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_ORBITAL); // Select current animation if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount; else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount; // Update model animation animCurrentFrame += 1.0f; if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f; UpdateModelAnimation(model, anims[animIndex], animCurrentFrame); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw 3d model with texture if (!IsKeyDown(KEY_SPACE)) DrawModel(model, position, 1.0f, WHITE); else { // Draw the animated skeleton DrawModelSkeleton(model.skeleton, anims[animIndex].keyframePoses[(int)animCurrentFrame], 1.0f, RED); } DrawGrid(10, 1.0f); EndMode3D(); DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, LIGHTGRAY); DrawText("Press SPACE to draw skeleton", 10, 40, 20, MAROON); DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModelAnimations(anims, animCount); // Unload model animations data UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // Draw model skeleton static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color) { // Loop to (boneCount - 1) because the last one is a special "no bone" bone, // needed to workaround buggy models without a -1, a cube is always drawn at the origin for (int i = 0; i < skeleton.boneCount - 1; i++) { // Display the frame-pose skeleton DrawCube(pose[i].translation, scale*0.05f, scale*0.05f, scale*0.05f, color); if (skeleton.bones[i].parent >= 0) { DrawLine3D(pose[i].translation, pose[skeleton.bones[i].parent].translation, color); } } }