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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
110 lines
4.4 KiB
C
110 lines
4.4 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - loading gltf
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* LIMITATIONS:
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* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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* - Only supports linear interpolation (default method in Blender when checked
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* "Always Sample Animations" when exporting a GLTF file)
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* - Only supports translation/rotation/scale animation channel.path,
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* weights not considered (i.e. morph targets)
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*
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* Example originally created with raylib 3.7, 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) 2020-2025 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 gltf");
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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){ 6.0f, 6.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 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 model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
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// Load model animations
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int animCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount);
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// Animation playing variables
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unsigned int animIndex = 0; // Current animation playing
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unsigned int animCurrentFrame = 0; // Current animation frame
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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 = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
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UpdateModelAnimation(model, anims[animIndex], (float)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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DrawModel(model, position, 1.0f, WHITE);
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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, 40, 20, MAROON);
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DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, 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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