- /*******************************************************************************************
- *
- * raylib [models] example - Load models M3D
- *
- * Example originally created with raylib 4.5, last time updated with raylib 4.5
- *
- * Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
- *
- * NOTES:
- * - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
- * - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2022-2024 bzt (@bztsrc)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- char modelFileName[128] = "resources/models/m3d/cesium_man.m3d";
- bool drawMesh = 1;
- bool drawSkeleton = 1;
- bool animPlaying = false; // Store anim state, what to draw
-
- // Load model
- Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
-
- // Load animations
- int animsCount = 0;
- int animFrameCounter = 0, animId = 0;
- ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
-
- DisableCursor(); // Limit cursor to relative movement inside the window
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_FIRST_PERSON);
-
- if (animsCount)
- {
- // Play animation when spacebar is held down (or step one frame with N)
- if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
- {
- animFrameCounter++;
-
- if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
-
- UpdateModelAnimation(model, anims[animId], animFrameCounter);
- animPlaying = true;
- }
-
- // Select animation by pressing C
- if (IsKeyPressed(KEY_C))
- {
- animFrameCounter = 0;
- animId++;
-
- if (animId >= (int)animsCount) animId = 0;
- UpdateModelAnimation(model, anims[animId], 0);
- animPlaying = true;
- }
- }
-
- // Toggle skeleton drawing
- if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1;
-
- // Toggle mesh drawing
- if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- // Draw 3d model with texture
- if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
-
- // Draw the animated skeleton
- if (drawSkeleton)
- {
- // Loop to (boneCount - 1) because the last one is a special "no bone" bone,
- // needed to workaround buggy models
- // without a -1, we would always draw a cube at the origin
- for (int i = 0; i < model.boneCount - 1; i++)
- {
- // By default the model is loaded in bind-pose by LoadModel().
- // But if UpdateModelAnimation() has been called at least once
- // then the model is already in animation pose, so we need the animated skeleton
- if (!animPlaying || !animsCount)
- {
- // Display the bind-pose skeleton
- DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED);
-
- if (model.bones[i].parent >= 0)
- {
- DrawLine3D(model.bindPose[i].translation,
- model.bindPose[model.bones[i].parent].translation, RED);
- }
- }
- else
- {
- // Display the frame-pose skeleton
- DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
-
- if (anims[animId].bones[i].parent >= 0)
- {
- DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
- anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
- }
- }
- }
- }
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON);
- DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY);
- DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
- DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
- DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // Unload model animations data
- UnloadModelAnimations(anims, animsCount);
-
- UnloadModel(model); // Unload model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
|