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@ -40,7 +40,7 @@ int main(void) |
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
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char modelFileName[128] = "resources/models/m3d/cesium_man.m3d"; |
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bool drawMesh = 1; |
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bool drawSkeleton = 1; |
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@ -72,27 +72,27 @@ int main(void) |
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if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N)) |
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{ |
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animFrameCounter++; |
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if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0; |
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UpdateModelAnimation(model, anims[animId], animFrameCounter); |
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animPlaying = true; |
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} |
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// Select animation by pressing A |
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if (IsKeyPressed(KEY_A)) |
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// Select animation by pressing C |
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if (IsKeyPressed(KEY_C)) |
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{ |
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animFrameCounter = 0; |
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animId++; |
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if (animId >= animsCount) animId = 0; |
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UpdateModelAnimation(model, anims[animId], 0); |
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animPlaying = true; |
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} |
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} |
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// Toggle skeleton drawing |
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if (IsKeyPressed(KEY_S)) drawSkeleton ^= 1; |
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if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1; |
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// Toggle mesh drawing |
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if (IsKeyPressed(KEY_M)) drawMesh ^= 1; |
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@ -112,19 +112,19 @@ int main(void) |
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// Draw the animated skeleton |
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if (drawSkeleton) |
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{ |
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// Loop to (boneCount - 1) because the last one is a special "no bone" bone, |
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// Loop to (boneCount - 1) because the last one is a special "no bone" bone, |
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// needed to workaround buggy models |
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// without a -1, we would always draw a cube at the origin |
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for (int i = 0; i < model.boneCount - 1; i++) |
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{ |
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// By default the model is loaded in bind-pose by LoadModel(). |
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// But if UpdateModelAnimation() has been called at least once |
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// By default the model is loaded in bind-pose by LoadModel(). |
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// But if UpdateModelAnimation() has been called at least once |
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// then the model is already in animation pose, so we need the animated skeleton |
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if (!animPlaying || !animsCount) |
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{ |
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// Display the bind-pose skeleton |
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DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED); |
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if (model.bones[i].parent >= 0) |
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{ |
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DrawLine3D(model.bindPose[i].translation, |
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@ -135,7 +135,7 @@ int main(void) |
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{ |
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// Display the frame-pose skeleton |
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DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED); |
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if (anims[animId].bones[i].parent >= 0) |
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{ |
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DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation, |
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@ -149,9 +149,10 @@ int main(void) |
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EndMode3D(); |
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DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 60, 10, MAROON); |
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DrawText("PRESS A to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY); |
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DrawText("PRESS M to toggle MESH, S to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY); |
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DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON); |
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DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY); |
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DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY); |
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DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY); |
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DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY); |
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EndDrawing(); |
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