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	* Update examples inconsistencies * Happy new years, examples! * Missed one inconsistency * Update final few examples inconsistencies --------- Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
		
			
				
	
	
		
			177 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Load models 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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//------------------------------------------------------------------------------------
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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 - M3D model 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){ 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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    Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
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    char modelFileName[128] = "resources/models/m3d/cesium_man.m3d";
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    bool drawMesh = 1;
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    bool drawSkeleton = 1;
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    bool animPlaying = false;   // Store anim state, what to draw
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    // Load model
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    Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
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    // Load animations
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    int animsCount = 0;
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    int animFrameCounter = 0, animId = 0;
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    ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
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    DisableCursor();                    // Limit cursor to relative movement inside the window
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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_FIRST_PERSON);
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        if (animsCount)
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        {
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            // Play animation when spacebar is held down (or step one frame with N)
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            if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
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            {
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                animFrameCounter++;
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                if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
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                UpdateModelAnimation(model, anims[animId], animFrameCounter);
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                animPlaying = true;
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            }
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            // Select animation by pressing C
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            if (IsKeyPressed(KEY_C))
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            {
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                animFrameCounter = 0;
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                animId++;
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                if (animId >= (int)animsCount) animId = 0;
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                UpdateModelAnimation(model, anims[animId], 0);
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                animPlaying = true;
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            }
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        }
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        // Toggle skeleton drawing
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        if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1;
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        // Toggle mesh drawing
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        if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
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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 (drawMesh) DrawModel(model, position, 1.0f, WHITE);
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                // Draw the animated skeleton
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                if (drawSkeleton)
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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
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                    // without a -1, we would always draw a cube at the origin
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                    for (int i = 0; i < model.boneCount - 1; i++)
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                    {
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                        // By default the model is loaded in bind-pose by LoadModel().
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                        // But if UpdateModelAnimation() has been called at least once
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                        // then the model is already in animation pose, so we need the animated skeleton
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                        if (!animPlaying || !animsCount)
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                        {
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                            // Display the bind-pose skeleton
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                            DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED);
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                            if (model.bones[i].parent >= 0)
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                            {
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                                DrawLine3D(model.bindPose[i].translation,
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                                    model.bindPose[model.bones[i].parent].translation, RED);
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                            }
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                        }
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                        else
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                        {
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                            // Display the frame-pose skeleton
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                            DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
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                            if (anims[animId].bones[i].parent >= 0)
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                            {
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                                DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
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                                    anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
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                            }
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                        }
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                    }
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                }
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                DrawGrid(10, 1.0f);         // Draw a grid
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            EndMode3D();
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            DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON);
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            DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY);
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            DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
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            DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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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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    // Unload model animations data
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    UnloadModelAnimations(anims, animsCount);
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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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