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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
134 lines
5.6 KiB
C
134 lines
5.6 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - animation timing
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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 5.6, last time updated with raylib 5.6
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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 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for: UI controls
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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 timing");
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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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int animIndex = 10; // Current animation playing
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float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
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float animFrameSpeed = 0.5f; // Animation play speed
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bool animPause = false; // Pause animation
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// UI required variables
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char *animNames[64] = { 0 };
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for (int i = 0; i < animCount; i++) animNames[i] = anims[i].name;
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bool dropdownEditMode = false;
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float animFrameProgress = 0.0f;
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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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if (IsKeyPressed(KEY_P)) animPause = !animPause;
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if (!animPause && (animIndex < animCount))
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{
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// Update model animation
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animCurrentFrame += animFrameSpeed;
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if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f;
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UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
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}
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// NOTE: Animation and playing speed selected through UI
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// Update progressbar value with current frame
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animFrameProgress = 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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// Draw UI, select anim and playing speed
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GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1);
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if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"),
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&animIndex, dropdownEditMode)) dropdownEditMode = !dropdownEditMode;
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GuiSlider((Rectangle){ 260, 10, 500, 24 }, "FRAME SPEED: ", TextFormat("x%.1f", animFrameSpeed),
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&animFrameSpeed, 0.1f, 2.0f);
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// Draw playing timeline with keyframes
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GuiLabel((Rectangle){ 10, GetScreenHeight() - 64, GetScreenWidth() - 20, 24 },
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TextFormat("CURRENT FRAME: %.2f / %i", animFrameProgress, anims[animIndex].keyframeCount));
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GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40, GetScreenWidth() - 20, 24 }, NULL, NULL,
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&animFrameProgress, 0.0f, (float)anims[animIndex].keyframeCount);
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for (int i = 0; i < anims[animIndex].keyframeCount; i++)
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DrawRectangle(10 + ((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i,
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GetScreenHeight() - 40, 1, 24, BLUE);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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