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			106 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Load models gltf
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*
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*   This example has been created using raylib 3.5 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be
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*   in the same position as they would be in edit mode.
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*   Also make sure the scale parameter of your models is set to 0.0,
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*   scaling can be applied from the export menu.
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*
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*   Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_GLTF_MODELS  8
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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 - model");
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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){ 10.0f, 10.0f, 10.0f }; // Camera position
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    camera.target = (Vector3){ 0.0f, 0.0f, 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 mode type
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    // Load some models
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    Model model[MAX_GLTF_MODELS] = { 0 };
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    model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
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    model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
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    model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
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    model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
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    model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
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    model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
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    model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
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    model[7] = LoadModel("resources/models/gltf/girl.glb");
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    int currentModel = 0;
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    Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
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    SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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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);          // Update our camera with inputs
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        if (IsKeyReleased(KEY_RIGHT))
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        {
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            currentModel++;
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            if (currentModel == MAX_GLTF_MODELS) currentModel = 0;
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        }
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        if (IsKeyReleased(KEY_LEFT))
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        {
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            currentModel--;
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            if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 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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            ClearBackground(SKYBLUE);
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            BeginMode3D(camera);
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                DrawModel(model[currentModel], position, 1.0f, WHITE);
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                DrawGrid(10, 1.0f);         // Draw a grid
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            EndMode3D();
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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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    for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]);  // Unload models
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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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