/*******************************************************************************************
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*
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* raylib [models] example - Load models M3D
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
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*
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* NOTES:
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* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
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* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
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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) 2022-2023 bzt (@bztsrc)
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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 - M3D model loading");
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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){ 1.5f, 1.5f, 1.5f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.4f, 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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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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bool animPlaying = false; // Store anim state, what to draw
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// Load model
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Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
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// Load animations
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unsigned int animsCount = 0;
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int animFrameCounter = 0, animId = 0;
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ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
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DisableCursor(); // Limit cursor to relative movement inside the window
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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_FIRST_PERSON);
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if (animsCount)
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{
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// Play animation when spacebar is held down (or step one frame with N)
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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 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_B)) drawSkeleton ^= 1;
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// Toggle mesh drawing
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if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
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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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// Draw 3d model with texture
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if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
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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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// 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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// 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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model.bindPose[model.bones[i].parent].translation, RED);
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}
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}
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else
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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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anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
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}
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}
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}
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}
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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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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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload model animations data
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UnloadModelAnimations(anims, animsCount);
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UnloadModel(model); // Unload model
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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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