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/******************************************************************************************* |
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* |
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* raylib [models] example - Load 3d gltf model with animations and play them |
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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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* 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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* |
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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 "raylib.h" |
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#include <stdlib.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.projection = CAMERA_PERSPECTIVE; // Camera mode type |
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Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and |
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// 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/gltf/rigged_figure.glb", &animsCount); |
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int animFrameCounter = 0; |
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int animationDirection = 1; |
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode |
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SetTargetFPS(30); // 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 += animationDirection; |
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if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0) |
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{ |
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animationDirection *= -1; |
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animFrameCounter += animationDirection; |
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} |
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UpdateModelAnimation(model, anims[0], animFrameCounter); |
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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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DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, 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("(cc4) Rigged Figure by @Cesium", 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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} |