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REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`) ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure ADDED: Support animation frames-blending, for timing control ADDED: Support animations blending, between two animations REVIEWED: All models animation loading functions ADDED: `UpdateModelAnimationEx()` for two animations blending REMOVED: `UpdateModelAnimationBones*()`, simplified API REVIEWED: Shader attributes/uniforms names for animations, for consistency REVIEWED: Multiple tweaks on animations loading for consistency between formats ADDED: example: `models_animation_timing` ADDED: example: `models_animation_blending` REVIEWED: example: `models_animation_gpu_skinning` REVIEWED: example: `models_animation_blend_custom` REVIEWED: All animated models loading examples
132 lines
5.5 KiB
C
132 lines
5.5 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - loading m3d
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
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*
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* NOTES:
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* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
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* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2022-2025 bzt (@bztsrc)
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*
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********************************************************************************************/
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#include "raylib.h"
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static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading m3d");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load model
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Model model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load animation data
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int animCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", &animCount);
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// Animation playing variables
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unsigned int animIndex = 0; // Current animation playing
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float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Select current animation
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if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
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else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
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// Update model animation
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animCurrentFrame += 1.0f;
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if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f;
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UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw 3d model with texture
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if (!IsKeyDown(KEY_SPACE)) DrawModel(model, position, 1.0f, WHITE);
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else
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{
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// Draw the animated skeleton
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DrawModelSkeleton(model.skeleton, anims[animIndex].keyframePoses[(int)animCurrentFrame], 1.0f, RED);
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, LIGHTGRAY);
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DrawText("Press SPACE to draw skeleton", 10, 40, 20, MAROON);
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DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(anims, animCount); // Unload model animations data
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Draw model skeleton
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static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color)
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{
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// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
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// needed to workaround buggy models without a -1, a cube is always drawn at the origin
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for (int i = 0; i < skeleton.boneCount - 1; i++)
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{
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// Display the frame-pose skeleton
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DrawCube(pose[i].translation, scale*0.05f, scale*0.05f, scale*0.05f, color);
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if (skeleton.bones[i].parent >= 0)
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{
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DrawLine3D(pose[i].translation, pose[skeleton.bones[i].parent].translation, color);
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}
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}
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} |