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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
156 lines
7.0 KiB
C
156 lines
7.0 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - loading
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: raylib supports multiple models file formats:
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*
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* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
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* if .obj references some .mtl materials file, it will be tried to be loaded
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* - GLTF/GLB > Text/binary file formats. Includes lot of information and it could
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* also reference external files, mesh and materials data will be tried to be loaded
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* - IQM > Binary file format. Includes mesh vertex data but also animation data,
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* meshes and animation data can be loaded
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* - VOX > Binary file format. MagikaVoxel mesh format:
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* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
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* - M3D > Binary file format. Model 3D format:
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* https://bztsrc.gitlab.io/model3d
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*
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* Example originally created with raylib 2.0, last time updated with raylib 4.2
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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) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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");
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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){ 50.0f, 50.0f, 50.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 12.0f, 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 mode type
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Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
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Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
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// NOTE: bounds are calculated from the original size of the model,
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// if model is scaled on drawing, bounds must be also scaled
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bool selected = false; // Selected object flag
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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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// Load new models/textures on drag&drop
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if (IsFileDropped())
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{
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FilePathList droppedFiles = LoadDroppedFiles();
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if (droppedFiles.count == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles.paths[0], ".obj") ||
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IsFileExtension(droppedFiles.paths[0], ".gltf") ||
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IsFileExtension(droppedFiles.paths[0], ".glb") ||
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IsFileExtension(droppedFiles.paths[0], ".vox") ||
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IsFileExtension(droppedFiles.paths[0], ".iqm") ||
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IsFileExtension(droppedFiles.paths[0], ".m3d")) // Model file formats supported
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles.paths[0]); // Load new model
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
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bounds = GetMeshBoundingBox(model.meshes[0]);
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// Move camera position from target enough distance to visualize model properly
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camera.position.x = bounds.max.x + 10.0f;
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camera.position.y = bounds.max.y + 10.0f;
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camera.position.z = bounds.max.z + 10.0f;
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}
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else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
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{
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// Unload current model texture and load new one
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UnloadTexture(texture);
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texture = LoadTexture(droppedFiles.paths[0]);
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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}
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}
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UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
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}
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// Select model on mouse click
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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// Check collision between ray and box
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if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
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else selected = false;
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}
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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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DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
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DrawGrid(20, 10.0f); // Draw a grid
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if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
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EndMode3D();
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DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
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DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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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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UnloadTexture(texture); // Unload texture
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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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} |