/******************************************************************************************* * * raylib [models] example - animation timing * * Example complexity rating: [★★★☆] 3/4 * * Example originally created with raylib 5.6, last time updated with raylib 5.6 * * 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) 2026 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for: UI controls //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - animation timing"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 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 // Load model Model model = LoadModel("resources/models/gltf/robot.glb"); Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position // Load model animations int animCount = 0; ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount); // Animation playing variables int animIndex = 10; // Current animation playing float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames) float animFrameSpeed = 0.5f; // Animation play speed bool animPause = false; // Pause animation // UI required variables char *animNames[64] = { 0 }; for (int i = 0; i < animCount; i++) animNames[i] = anims[i].name; bool dropdownEditMode = false; float animFrameProgress = 0.0f; 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); if (IsKeyPressed(KEY_P)) animPause = !animPause; if (!animPause && (animIndex < animCount)) { // Update model animation animCurrentFrame += animFrameSpeed; if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f; UpdateModelAnimation(model, anims[animIndex], animCurrentFrame); } // NOTE: Animation and playing speed selected through UI // Update progressbar value with current frame animFrameProgress = animCurrentFrame; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, position, 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); // Draw UI, select anim and playing speed GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1); if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"), &animIndex, dropdownEditMode)) dropdownEditMode = !dropdownEditMode; GuiSlider((Rectangle){ 260, 10, 500, 24 }, "FRAME SPEED: ", TextFormat("x%.1f", animFrameSpeed), &animFrameSpeed, 0.1f, 2.0f); // Draw playing timeline with keyframes GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 }, TextFormat("CURRENT FRAME: %.2f / %i", animFrameProgress, anims[animIndex].keyframeCount)); GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40.0f, GetScreenWidth() - 20.0f, 24 }, NULL, NULL, &animFrameProgress, 0.0f, (float)anims[animIndex].keyframeCount); for (int i = 0; i < anims[animIndex].keyframeCount; i++) DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i), GetScreenHeight() - 40, 1, 24, BLUE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModelAnimations(anims, animCount); // Unload model animation UnloadModel(model); // Unload model and meshes/material CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }