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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
331 lines
16 KiB
C
331 lines
16 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - animation blend custom
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* DETAILS: Example demonstrates per-bone animation blending, allowing smooth transitions
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* between two animations by interpolating bone transforms. This is useful for:
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* - Blending movement animations (walk/run) with action animations (jump/attack)
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* - Creating smooth animation transitions
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* - Layering animations (e.g., upper body attack while lower body walks)
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*
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* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
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*
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* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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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) 2026 dmitrii-brand (@dmitrii-brand)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h" // Requried for: rlUpdateVertexBuffer() (CPU-skinning)
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#include <string.h> // Required for: memcpy()
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#include <stdlib.h> // Required for: NULL
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static bool IsUpperBodyBone(const char *boneName);
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static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
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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 - animation blend custom");
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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){ 4.0f, 4.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 1.0f, 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 projection type
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// Load gltf model
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Model model = LoadModel("resources/models/gltf/greenman.glb");
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load skinning shader
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// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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// if not enabled, CPU skinning will be used instead
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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model.materials[1].shader = skinningShader;
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// Load gltf model animations
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int animCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
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// Use specific animation indices: 2-walk/move, 3-attack
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unsigned int animIndex0 = 2; // Walk/Move animation (index 2)
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unsigned int animIndex1 = 3; // Attack animation (index 3)
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unsigned int animCurrentFrame0 = 0;
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unsigned int animCurrentFrame1 = 0;
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// Validate indices
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if (animIndex0 >= animCount) animIndex0 = 0;
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if (animIndex1 >= animCount) animIndex1 = (animCount > 1) ? 1 : 0;
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bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
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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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// Toggle upper/lower body blending mode (SPACE key)
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if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
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// Update animation frames
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ModelAnimation anim0 = anims[animIndex0];
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ModelAnimation anim1 = anims[animIndex1];
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animCurrentFrame0 = (animCurrentFrame0 + 1)%anim0.keyframeCount;
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animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount;
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// Blend the two animations
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// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
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// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
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float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
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UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0,
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&anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
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// raylib provided animation blending function
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//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
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// anim1, (float)animCurrentFrame1, blendFactor);
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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);
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DrawGrid(10, 1.0f);
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EndMode3D();
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// Draw UI
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DrawText(TextFormat("ANIM 0: %s", anim0.name), 10, 10, 20, GRAY);
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DrawText(TextFormat("ANIM 1: %s", anim1.name), 10, 40, 20, GRAY);
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DrawText(TextFormat("[SPACE] Toggle blending mode: %s",
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upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"),
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10, GetScreenHeight() - 30, 20, DARKGRAY);
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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 animation
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UnloadModel(model); // Unload model and meshes/material
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UnloadShader(skinningShader); // Unload GPU skinning shader
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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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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Check if a bone is part of upper body (for selective blending)
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static bool IsUpperBodyBone(const char *boneName)
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{
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// Common upper body bone names (adjust based on your model)
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if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
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TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
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TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
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TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
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TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
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TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
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TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
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TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
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{
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return true;
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}
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// Check if bone name contains upper body keywords
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if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
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strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
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strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
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strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
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{
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return true;
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}
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return false;
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}
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// Blend two animations per-bone with selective upper/lower body blending
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static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0,
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ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
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{
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// Validate inputs
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if ((anim0->boneCount != 0) && (anim0->keyframePoses != NULL) &&
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(anim1->boneCount != 0) && (anim1->keyframePoses != NULL) &&
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(model->skeleton.boneCount != 0) && (model->skeleton.bindPose != NULL))
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{
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// Clamp blend factor to [0, 1]
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blend = fminf(1.0f, fmaxf(0.0f, blend));
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// Ensure frame indices are valid
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if (frame0 >= anim0->keyframeCount) frame0 = anim0->keyframeCount - 1;
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if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1;
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if (frame0 < 0) frame0 = 0;
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if (frame1 < 0) frame1 = 0;
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// Get bone count (use minimum of all to be safe)
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int boneCount = model->skeleton.boneCount;
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if (anim0->boneCount < boneCount) boneCount = anim0->boneCount;
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if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
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// Blend each bone
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for (int boneIndex = 0; boneIndex < boneCount; boneIndex++)
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{
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// Determine blend factor for this bone
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float boneBlendFactor = blend;
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// If upper body blending is enabled, use different blend factors for upper vs lower body
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if (upperBodyBlend)
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{
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const char *boneName = model->skeleton.bones[boneIndex].name;
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bool isUpperBody = IsUpperBodyBone(boneName);
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// Upper body: use anim1 (attack), Lower body: use anim0 (walk)
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// blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack)
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if (isUpperBody) boneBlendFactor = blend; // Upper body: blend towards anim1 (attack)
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else boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend
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}
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// Get transforms from both animations
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Transform *bindTransform = &model->skeleton.bindPose[boneIndex];
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Transform *animTransform0 = &anim0->keyframePoses[frame0][boneIndex];
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Transform *animTransform1 = &anim1->keyframePoses[frame1][boneIndex];
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// Blend the transforms
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Transform blended = { 0 };
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blended.translation = Vector3Lerp(animTransform0->translation, animTransform1->translation, boneBlendFactor);
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blended.rotation = QuaternionSlerp(animTransform0->rotation, animTransform1->rotation, boneBlendFactor);
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blended.scale = Vector3Lerp(animTransform0->scale, animTransform1->scale, boneBlendFactor);
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// Convert bind pose to matrix
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Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
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QuaternionToMatrix(bindTransform->rotation)),
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MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
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// Convert blended transform to matrix
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Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
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QuaternionToMatrix(blended.rotation)),
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MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
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// Calculate final bone matrix (similar to UpdateModelAnimationBones)
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model->boneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
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}
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// CPU skinning, updates CPU buffers and uploads them to GPU (if available)
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// NOTE: Fallback in case GPU skinning is not supported or enabled
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for (int m = 0; m < model->meshCount; m++)
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{
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Mesh mesh = model->meshes[m];
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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const int vertexValuesCount = mesh.vertexCount*3;
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int boneIndex = 0;
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int boneCounter = 0;
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float boneWeight = 0.0f;
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bool bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
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// Skip if missing bone data or missing anim buffers initialization
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if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
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(mesh.animVertices == NULL) || (mesh.animNormals == NULL)) continue;
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for (int vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
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{
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mesh.animVertices[vCounter] = 0;
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mesh.animVertices[vCounter + 1] = 0;
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mesh.animVertices[vCounter + 2] = 0;
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if (mesh.animNormals != NULL)
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{
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mesh.animNormals[vCounter] = 0;
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mesh.animNormals[vCounter + 1] = 0;
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mesh.animNormals[vCounter + 2] = 0;
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}
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// Iterates over 4 bones per vertex
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for (int j = 0; j < 4; j++, boneCounter++)
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{
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boneWeight = mesh.boneWeights[boneCounter];
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boneIndex = mesh.boneIndices[boneCounter];
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// Early stop when no transformation will be applied
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if (boneWeight == 0.0f) continue;
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animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
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animVertex = Vector3Transform(animVertex, model->boneMatrices[boneIndex]);
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mesh.animVertices[vCounter] += animVertex.x*boneWeight;
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mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight;
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mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight;
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bufferUpdateRequired = true;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
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{
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animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
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animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model->boneMatrices[boneIndex])));
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mesh.animNormals[vCounter] += animNormal.x*boneWeight;
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mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
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mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
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}
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}
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}
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if (bufferUpdateRequired)
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{
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// Update GPU vertex buffers with updated data (position + normals)
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rlUpdateVertexBuffer(mesh.vboId[SHADER_LOC_VERTEX_POSITION], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0);
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if (mesh.normals != NULL) rlUpdateVertexBuffer(mesh.vboId[SHADER_LOC_VERTEX_NORMAL], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0);
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}
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}
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}
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}
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