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								/*******************************************************************************************
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								*
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								*   raylib [models] example - loading gltf with animations
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   LIMITATIONS:
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								*     - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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								*     - Only supports linear interpolation (default method in Blender when checked
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								*       "Always Sample Animations" when exporting a GLTF file)
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								*     - Only supports translation/rotation/scale animation channel.path,
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								*       weights not considered (i.e. morph targets)
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								*
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								*   Example originally created with raylib 3.7, last time updated with raylib 4.2
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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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 - loading gltf animations");
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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){ 6.0f, 6.0f, 6.0f };    // Camera position
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								    camera.target = (Vector3){ 0.0f, 2.0f, 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 projection type
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								    // Load gltf model
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								    Model model = LoadModel("resources/models/gltf/robot.glb");
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								    Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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								    // Load gltf model animations
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								    int animsCount = 0;
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								    unsigned int animIndex = 0;
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								    unsigned int animCurrentFrame = 0;
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								    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
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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, CAMERA_ORBITAL);
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								        // Select current animation
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								        if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
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								        else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
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								        // Update model animation
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								        ModelAnimation anim = modelAnimations[animIndex];
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								        animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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								        UpdateModelAnimation(model, anim, animCurrentFrame);
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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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								                DrawModel(model, position, 1.0f, WHITE);    // Draw animated model
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								                DrawGrid(10, 1.0f);
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								            EndMode3D();
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								            DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
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								            DrawText(TextFormat("Animation: %s", anim.name), 10, GetScreenHeight() - 20, 10, DARKGRAY);
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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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								    UnloadModel(model);         // Unload model and meshes/material
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								    CloseWindow();              // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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