| /******************************************************************************************* | |
| * | |
| *   raylib [models] example - Load models M3D | |
| * | |
| *   Example originally created with raylib 4.5, last time updated with raylib 4.5 | |
| * | |
| *   Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5) | |
| * | |
| *   NOTES: | |
| *     - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d | |
| *     - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender | |
| * | |
| *   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) 2022-2024 bzt (@bztsrc) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| //------------------------------------------------------------------------------------ | |
| // Program main entry point | |
| //------------------------------------------------------------------------------------ | |
| int main(void) | |
| { | |
|     // Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     const int screenWidth = 800; | |
|     const int screenHeight = 450; | |
| 
 | |
|     InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading"); | |
| 
 | |
|     // Define the camera to look into our 3d world | |
|     Camera camera = { 0 }; | |
|     camera.position = (Vector3){ 1.5f, 1.5f, 1.5f };    // Camera position | |
|     camera.target = (Vector3){ 0.0f, 0.4f, 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 | |
|  | |
|     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position | |
|  | |
|     char modelFileName[128] = "resources/models/m3d/cesium_man.m3d"; | |
|     bool drawMesh = 1; | |
|     bool drawSkeleton = 1; | |
|     bool animPlaying = false;   // Store anim state, what to draw | |
|  | |
|     // Load model | |
|     Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data | |
|  | |
|     // Load animations | |
|     int animsCount = 0; | |
|     int animFrameCounter = 0, animId = 0; | |
|     ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data | |
|  | |
|     DisableCursor();                    // Limit cursor to relative movement inside the window | |
|  | |
|     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_FIRST_PERSON); | |
| 
 | |
|         if (animsCount) | |
|         { | |
|             // Play animation when spacebar is held down (or step one frame with N) | |
|             if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N)) | |
|             { | |
|                 animFrameCounter++; | |
| 
 | |
|                 if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0; | |
| 
 | |
|                 UpdateModelAnimation(model, anims[animId], animFrameCounter); | |
|                 animPlaying = true; | |
|             } | |
| 
 | |
|             // Select animation by pressing C | |
|             if (IsKeyPressed(KEY_C)) | |
|             { | |
|                 animFrameCounter = 0; | |
|                 animId++; | |
| 
 | |
|                 if (animId >= (int)animsCount) animId = 0; | |
|                 UpdateModelAnimation(model, anims[animId], 0); | |
|                 animPlaying = true; | |
|             } | |
|         } | |
| 
 | |
|         // Toggle skeleton drawing | |
|         if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1; | |
| 
 | |
|         // Toggle mesh drawing | |
|         if (IsKeyPressed(KEY_M)) drawMesh ^= 1; | |
|         //---------------------------------------------------------------------------------- | |
|  | |
|         // Draw | |
|         //---------------------------------------------------------------------------------- | |
|         BeginDrawing(); | |
| 
 | |
|             ClearBackground(RAYWHITE); | |
| 
 | |
|             BeginMode3D(camera); | |
| 
 | |
|                 // Draw 3d model with texture | |
|                 if (drawMesh) DrawModel(model, position, 1.0f, WHITE); | |
| 
 | |
|                 // Draw the animated skeleton | |
|                 if (drawSkeleton) | |
|                 { | |
|                     // Loop to (boneCount - 1) because the last one is a special "no bone" bone, | |
|                     // needed to workaround buggy models | |
|                     // without a -1, we would always draw a cube at the origin | |
|                     for (int i = 0; i < model.boneCount - 1; i++) | |
|                     { | |
|                         // By default the model is loaded in bind-pose by LoadModel(). | |
|                         // But if UpdateModelAnimation() has been called at least once | |
|                         // then the model is already in animation pose, so we need the animated skeleton | |
|                         if (!animPlaying || !animsCount) | |
|                         { | |
|                             // Display the bind-pose skeleton | |
|                             DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED); | |
| 
 | |
|                             if (model.bones[i].parent >= 0) | |
|                             { | |
|                                 DrawLine3D(model.bindPose[i].translation, | |
|                                     model.bindPose[model.bones[i].parent].translation, RED); | |
|                             } | |
|                         } | |
|                         else | |
|                         { | |
|                             // Display the frame-pose skeleton | |
|                             DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED); | |
| 
 | |
|                             if (anims[animId].bones[i].parent >= 0) | |
|                             { | |
|                                 DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation, | |
|                                     anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED); | |
|                             } | |
|                         } | |
|                     } | |
|                 } | |
| 
 | |
|                 DrawGrid(10, 1.0f);         // Draw a grid | |
|  | |
|             EndMode3D(); | |
| 
 | |
|             DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON); | |
|             DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY); | |
|             DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY); | |
|             DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY); | |
|             DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY); | |
| 
 | |
|         EndDrawing(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| 
 | |
|     // De-Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     // Unload model animations data | |
|     UnloadModelAnimations(anims, animsCount); | |
| 
 | |
|     UnloadModel(model);         // Unload model | |
|  | |
|     CloseWindow();              // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     return 0; | |
| }
 |