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			173 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			7.2 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 originally created with raylib 4.5-dev, last time updated with raylib 4.5-dev
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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 bzt (@bztsrc)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading");
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| 
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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 mode type
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|     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
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|     
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|     char modelFileName[128] = "resources/models/m3d/CesiumMan.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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| 
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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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| 
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|     // Load animations
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|     unsigned 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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| 
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|     SetCameraMode(camera, CAMERA_FREE);     // Set free camera mode
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| 
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|     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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);
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| 
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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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|                 
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|                 if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
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|                 
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|                 UpdateModelAnimation(model, anims[animId], animFrameCounter);
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|                 animPlaying = true;
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|             }
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|             
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|             // Select animation by pressing A
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|             if (IsKeyPressed(KEY_A))
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|             {
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|                 animFrameCounter = 0;
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|                 animId++;
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|                 
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|                 if (animId >= 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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|         
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|         // Toggle skeleton drawing
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|         if (IsKeyPressed(KEY_S)) drawSkeleton ^= 1;
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| 
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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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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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| 
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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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| 
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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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|                             
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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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|                             
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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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| 
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|                 DrawGrid(10, 1.0f);         // Draw a grid
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| 
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|             EndMode3D();
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| 
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|             DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 60, 10, MAROON);
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|             DrawText("PRESS A to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
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|             DrawText("PRESS M to toggle MESH, S 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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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Unload model animations data
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|     UnloadModelAnimations(anims, animsCount);
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| 
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|     UnloadModel(model);         // Unload model
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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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