/******************************************************************************************* * * raylib [models] example - animation blending * * Example complexity rating: [☆☆☆☆] 0/4 * * Example originally created with raylib 5.5, last time updated with raylib 5.6-dev * * Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) * * 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) 2024 Kirandeep (@Kirandeep-Singh-Khehra) * * Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS * Note: This example uses CPU for updating meshes. * For GPU skinning see comments with 'INFO:'. * ********************************************************************************************/ #include "raylib.h" #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for: UI controls #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 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 // Load model Model model = LoadModel("resources/models/gltf/robot.glb"); // Load character model Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position // Load skinning shader // WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default) Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); // Assign skinning shader to all materials shaders //for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader; // Load model animations int animCount = 0; ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount); // Animation playing variables // NOTE: Two animations are played with a smooth transition between them int currentAnimPlaying = 0; // Current animation playing (0 o 1) int nextAnimToPlay = 1; // Next animation to play (to transition) bool animTransition = false; // Flag to register anim transition state int animIndex0 = 10; // Current animation playing (walking) float animCurrentFrame0 = 0.0f; // Current animation frame (supporting interpolated frames) float animFrameSpeed0 = 0.5f; // Current animation play speed int animIndex1 = 6; // Next animation to play (running) float animCurrentFrame1 = 0.0f; // Next animation frame (supporting interpolated frames) float animFrameSpeed1 = 0.5f; // Next animation play speed float animBlendFactor = 0.0f; // Blend factor from anim0[frame0] --> anim1[frame1], [0.0f..1.0f] // NOTE: 0.0f results in full anim0[] and 1.0f in full anim1[] float animBlendTime = 2.0f; // Time to blend from one playing animation to another (in seconds) float animBlendTimeCounter = 0.0f; // Time counter (delta time) bool animPause = false; // Pause animation // UI required variables char *animNames[64] = { 0 }; // Pointers to animation names for dropdown box for (int i = 0; i < animCount; i++) animNames[i] = anims[i].name; bool dropdownEditMode0 = false; bool dropdownEditMode1 = false; float animFrameProgress0 = 0.0f; float animFrameProgress1 = 0.0f; float animBlendProgress = 0.0f; 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_ORBITAL); if (IsKeyPressed(KEY_P)) animPause = !animPause; if (!animPause) { // Start transition from anim0[] to anim1[] if (IsKeyPressed(KEY_SPACE) && !animTransition) { if (currentAnimPlaying == 0) { // Transition anim0 --> anim1 nextAnimToPlay = 1; animCurrentFrame1 = 0.0f; } else { // Transition anim1 --> anim0 nextAnimToPlay = 0; animCurrentFrame0 = 0.0f; } // Set animation transition animTransition = true; animBlendTimeCounter = 0.0f; animBlendFactor = 0.0f; } if (animTransition) { // Playing anim0 and anim1 at the same time animCurrentFrame0 += animFrameSpeed0; if (animCurrentFrame0 >= anims[animIndex0].keyframeCount) animCurrentFrame0 = 0.0f; animCurrentFrame1 += animFrameSpeed1; if (animCurrentFrame1 >= anims[animIndex1].keyframeCount) animCurrentFrame1 = 0.0f; // Increment blend factor over time to transition from anim0 --> anim1 over time // NOTE: Time blending could be other than linear, using some easing animBlendFactor = animBlendTimeCounter/animBlendTime; animBlendTimeCounter += GetFrameTime(); animBlendProgress = animBlendFactor; // Update model with animations blending if (nextAnimToPlay == 1) { // Blend anim0 --> anim1 UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, anims[animIndex1], animCurrentFrame1, animBlendFactor); } else { // Blend anim1 --> anim0 UpdateModelAnimationEx(model, anims[animIndex1], animCurrentFrame1, anims[animIndex0], animCurrentFrame0, animBlendFactor); } // Check if transition completed if (animBlendFactor > 1.0f) { // Reset frame states if (currentAnimPlaying == 0) animCurrentFrame0 = 0.0f; else if (currentAnimPlaying == 1) animCurrentFrame1 = 0.0f; currentAnimPlaying = nextAnimToPlay; // Update current animation playing animBlendFactor = 0.0f; // Reset blend factor animTransition = false; // Exit transition mode animBlendTimeCounter = 0.0f; } } else { // Play only one anim, the current one if (currentAnimPlaying == 0) { // Playing anim0 at defined speed animCurrentFrame0 += animFrameSpeed0; if (animCurrentFrame0 >= anims[animIndex0].keyframeCount) animCurrentFrame0 = 0.0f; UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0); //UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, // anims[animIndex1], animCurrentFrame1, 0.0f); // Same as above, first animation frame blend } else if (currentAnimPlaying == 1) { // Playing anim1 at defined speed animCurrentFrame1 += animFrameSpeed1; if (animCurrentFrame1 >= anims[animIndex1].keyframeCount) animCurrentFrame1 = 0.0f; UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1); //UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, // anims[animIndex1], animCurrentFrame1, 1.0f); // Same as above, second animation frame blend } } } // Update progress bars values with current frame for each animation animFrameProgress0 = animCurrentFrame0; animFrameProgress1 = animCurrentFrame1; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, position, 1.0f, WHITE); // Draw animated model DrawGrid(10, 1.0f); EndMode3D(); if (animTransition) DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, BLUE); // Draw UI elements //--------------------------------------------------------------------------------------------- if (dropdownEditMode0) GuiDisable(); GuiSlider((Rectangle){ 10, 38, 160, 12 }, NULL, TextFormat("x%.1f", animFrameSpeed0), &animFrameSpeed0, 0.1f, 2.0f); GuiEnable(); if (dropdownEditMode1) GuiDisable(); GuiSlider((Rectangle){ GetScreenWidth() - 170, 38, 160, 12 }, TextFormat("%.1fx", animFrameSpeed1), NULL, &animFrameSpeed1, 0.1f, 2.0f); GuiEnable(); // Draw animation selectors for blending transition // NOTE: Transition does not start until requested GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1); if (GuiDropdownBox((Rectangle){ 10, 10, 160, 24 }, TextJoin(animNames, animCount, ";"), &animIndex0, dropdownEditMode0)) dropdownEditMode0 = !dropdownEditMode0; // Blending process progress bar if (nextAnimToPlay == 1) GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 0); // Left-->Right else GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 1); // Right-->Left GuiProgressBar((Rectangle){ 180, 14, 440, 16 }, NULL, NULL, &animBlendProgress, 0.0f, 1.0f); GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 0); // Reset to Left-->Right if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170, 10, 160, 24 }, TextJoin(animNames, animCount, ";"), &animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1; // Draw playing timeline with keyframes for anim0[] GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60, GetScreenWidth() - 180, 20 }, "ANIM 0", TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount), &animFrameProgress0, 0.0f, (float)anims[animIndex0].keyframeCount); for (int i = 0; i < anims[animIndex0].keyframeCount; i++) DrawRectangle(60 + ((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i, GetScreenHeight() - 60, 1, 20, BLUE); // Draw playing timeline with keyframes for anim1[] GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 30, GetScreenWidth() - 180, 20 }, "ANIM 1", TextFormat("FRAME: %.2f / %i", animFrameProgress1, anims[animIndex1].keyframeCount), &animFrameProgress1, 0.0f, (float)anims[animIndex1].keyframeCount); for (int i = 0; i < anims[animIndex1].keyframeCount; i++) DrawRectangle(60 + ((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i, GetScreenHeight() - 30, 1, 20, BLUE); //--------------------------------------------------------------------------------------------- EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModelAnimations(anims, animCount); // Unload model animation UnloadModel(model); // Unload model and meshes/material UnloadShader(skinningShader); // Unload GPU skinning shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }