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			114 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			114 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Load 3d model with animations and play them
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*
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*   This example has been created using raylib 2.5 (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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*   Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the 
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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*
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********************************************************************************************/
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#include <stdlib.h>
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#include "raylib.h"
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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 animation");
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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.type = CAMERA_PERSPECTIVE;                   // Camera mode type
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    Model model = LoadModel("resources/guy/guy.iqm");               // Load the animated model mesh and basic data
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    Texture2D texture = LoadTexture("resources/guy/guytex.png");    // Load model texture and set material
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    SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture);  // Set model material map texture
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    Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
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    // Load animation data
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    int animsCount = 0;
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    ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
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    int animFrameCounter = 0;
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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);
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        // Play animation when spacebar is held down
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        if (IsKeyDown(KEY_SPACE))
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        {
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            animFrameCounter++;
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            UpdateModelAnimation(model, anims[0], animFrameCounter);
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            if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
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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(RAYWHITE);
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            BeginMode3D(camera);
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                DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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                for (int i = 0; i < model.boneCount; i++)
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                {
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                    DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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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, 10, 20, MAROON);
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            DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 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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    UnloadTexture(texture);     // Unload texture
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    // Unload model animations data
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    for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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    RL_FREE(anims);
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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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