Files
raylib/examples/models/models_animation_blend_custom.c
2026-02-24 12:48:54 +01:00

332 lines
16 KiB
C

/*******************************************************************************************
*
* raylib [models] example - animation blend custom
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
*
* DETAILS: Example demonstrates per-bone animation blending, allowing smooth transitions
* between two animations by interpolating bone transforms. This is useful for:
* - Blending movement animations (walk/run) with action animations (jump/attack)
* - Creating smooth animation transitions
* - Layering animations (e.g., upper body attack while lower body walks)
*
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
* if not enabled, CPU skinning will be used instead
*
* 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 dmitrii-brand (@dmitrii-brand)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h" // Requried for: rlUpdateVertexBuffer() (CPU-skinning)
#include <string.h> // Required for: memcpy()
#include <stdlib.h> // Required for: NULL
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static bool IsUpperBodyBone(const char *boneName);
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1,
ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blend custom");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 1.0f, 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 gltf model
Model model = LoadModel("resources/models/gltf/greenman.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load skinning shader
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
// if not enabled, CPU skinning will be used instead
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
model.materials[1].shader = skinningShader;
// Load gltf model animations
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
// Use specific animation indices: 2-walk/move, 3-attack
unsigned int animIndex0 = 2; // Walk/Move animation (index 2)
unsigned int animIndex1 = 3; // Attack animation (index 3)
unsigned int animCurrentFrame0 = 0;
unsigned int animCurrentFrame1 = 0;
// Validate indices
if (animIndex0 >= animCount) animIndex0 = 0;
if (animIndex1 >= animCount) animIndex1 = (animCount > 1) ? 1 : 0;
bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
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);
// Toggle upper/lower body blending mode (SPACE key)
if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
// Update animation frames
ModelAnimation anim0 = anims[animIndex0];
ModelAnimation anim1 = anims[animIndex1];
animCurrentFrame0 = (animCurrentFrame0 + 1)%anim0.keyframeCount;
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount;
// Blend the two animations
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0,
&anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
// raylib provided animation blending function
//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
// anim1, (float)animCurrentFrame1, blendFactor);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
// Draw UI
DrawText(TextFormat("ANIM 0: %s", anim0.name), 10, 10, 20, GRAY);
DrawText(TextFormat("ANIM 1: %s", anim1.name), 10, 40, 20, GRAY);
DrawText(TextFormat("[SPACE] Toggle blending mode: %s",
upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"),
10, GetScreenHeight() - 30, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check if a bone is part of upper body (for selective blending)
static bool IsUpperBodyBone(const char *boneName)
{
// Common upper body bone names (adjust based on your model)
if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
{
return true;
}
// Check if bone name contains upper body keywords
if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
{
return true;
}
return false;
}
// Blend two animations per-bone with selective upper/lower body blending
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0,
ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
{
// Validate inputs
if ((anim0->boneCount != 0) && (anim0->keyframePoses != NULL) &&
(anim1->boneCount != 0) && (anim1->keyframePoses != NULL) &&
(model->skeleton.boneCount != 0) && (model->skeleton.bindPose != NULL))
{
// Clamp blend factor to [0, 1]
blend = fminf(1.0f, fmaxf(0.0f, blend));
// Ensure frame indices are valid
if (frame0 >= anim0->keyframeCount) frame0 = anim0->keyframeCount - 1;
if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1;
if (frame0 < 0) frame0 = 0;
if (frame1 < 0) frame1 = 0;
// Get bone count (use minimum of all to be safe)
int boneCount = model->skeleton.boneCount;
if (anim0->boneCount < boneCount) boneCount = anim0->boneCount;
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
// Blend each bone
for (int boneIndex = 0; boneIndex < boneCount; boneIndex++)
{
// Determine blend factor for this bone
float boneBlendFactor = blend;
// If upper body blending is enabled, use different blend factors for upper vs lower body
if (upperBodyBlend)
{
const char *boneName = model->skeleton.bones[boneIndex].name;
bool isUpperBody = IsUpperBodyBone(boneName);
// Upper body: use anim1 (attack), Lower body: use anim0 (walk)
// blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack)
if (isUpperBody) boneBlendFactor = blend; // Upper body: blend towards anim1 (attack)
else boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend
}
// Get transforms from both animations
Transform *bindTransform = &model->skeleton.bindPose[boneIndex];
Transform *animTransform0 = &anim0->keyframePoses[frame0][boneIndex];
Transform *animTransform1 = &anim1->keyframePoses[frame1][boneIndex];
// Blend the transforms
Transform blended = { 0 };
blended.translation = Vector3Lerp(animTransform0->translation, animTransform1->translation, boneBlendFactor);
blended.rotation = QuaternionSlerp(animTransform0->rotation, animTransform1->rotation, boneBlendFactor);
blended.scale = Vector3Lerp(animTransform0->scale, animTransform1->scale, boneBlendFactor);
// Convert bind pose to matrix
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
QuaternionToMatrix(bindTransform->rotation)),
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
// Convert blended transform to matrix
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
QuaternionToMatrix(blended.rotation)),
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
model->boneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
}
// CPU skinning, updates CPU buffers and uploads them to GPU (if available)
// NOTE: Fallback in case GPU skinning is not supported or enabled
for (int m = 0; m < model->meshCount; m++)
{
Mesh mesh = model->meshes[m];
Vector3 animVertex = { 0 };
Vector3 animNormal = { 0 };
const int vertexValuesCount = mesh.vertexCount*3;
int boneIndex = 0;
int boneCounter = 0;
float boneWeight = 0.0f;
bool bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
// Skip if missing bone data or missing anim buffers initialization
if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
(mesh.animVertices == NULL) || (mesh.animNormals == NULL)) continue;
for (int vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
{
mesh.animVertices[vCounter] = 0;
mesh.animVertices[vCounter + 1] = 0;
mesh.animVertices[vCounter + 2] = 0;
if (mesh.animNormals != NULL)
{
mesh.animNormals[vCounter] = 0;
mesh.animNormals[vCounter + 1] = 0;
mesh.animNormals[vCounter + 2] = 0;
}
// Iterates over 4 bones per vertex
for (int j = 0; j < 4; j++, boneCounter++)
{
boneWeight = mesh.boneWeights[boneCounter];
boneIndex = mesh.boneIndices[boneCounter];
// Early stop when no transformation will be applied
if (boneWeight == 0.0f) continue;
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
animVertex = Vector3Transform(animVertex, model->boneMatrices[boneIndex]);
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight;
mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight;
bufferUpdateRequired = true;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
{
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model->boneMatrices[boneIndex])));
mesh.animNormals[vCounter] += animNormal.x*boneWeight;
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
}
}
}
if (bufferUpdateRequired)
{
// Update GPU vertex buffers with updated data (position + normals)
rlUpdateVertexBuffer(mesh.vboId[SHADER_LOC_VERTEX_POSITION], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0);
if (mesh.normals != NULL) rlUpdateVertexBuffer(mesh.vboId[SHADER_LOC_VERTEX_NORMAL], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0);
}
}
}
}