|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [models] example - loading gltf | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★☆☆☆] 1/4 | 
						
						
							|  | * | 
						
						
							|  | *   LIMITATIONS: | 
						
						
							|  | *     - Only supports 1 armature per file, and skips loading it if there are multiple armatures | 
						
						
							|  | *     - Only supports linear interpolation (default method in Blender when checked | 
						
						
							|  | *       "Always Sample Animations" when exporting a GLTF file) | 
						
						
							|  | *     - Only supports translation/rotation/scale animation channel.path, | 
						
						
							|  | *       weights not considered (i.e. morph targets) | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 3.7, last time updated with raylib 4.2 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2020-2025 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf"); | 
						
						
							|  | 
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							|  |     // 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 gltf model | 
						
						
							|  |     Model model = LoadModel("resources/models/gltf/robot.glb"); | 
						
						
							|  |     Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position | 
						
						
							|  |  | 
						
						
							|  |     // Load gltf model animations | 
						
						
							|  |     int animsCount = 0; | 
						
						
							|  |     unsigned int animIndex = 0; | 
						
						
							|  |     unsigned int animCurrentFrame = 0; | 
						
						
							|  |     ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount); | 
						
						
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							|  |     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); | 
						
						
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							|  |         // Select current animation | 
						
						
							|  |         if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount; | 
						
						
							|  |         else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount; | 
						
						
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							|  |         // Update model animation | 
						
						
							|  |         ModelAnimation anim = modelAnimations[animIndex]; | 
						
						
							|  |         animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; | 
						
						
							|  |         UpdateModelAnimation(model, anim, animCurrentFrame); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginMode3D(camera); | 
						
						
							|  |                 DrawModel(model, position, 1.0f, WHITE);    // Draw animated model | 
						
						
							|  |                 DrawGrid(10, 1.0f); | 
						
						
							|  |             EndMode3D(); | 
						
						
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							|  |             DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY); | 
						
						
							|  |             DrawText(TextFormat("Animation: %s", anim.name), 10, GetScreenHeight() - 20, 10, DARKGRAY); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadModel(model);         // Unload model and meshes/material | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
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