raylib/examples/models/models_gltf_model.c

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/*******************************************************************************************
*
* raylib [models] example - Load 3d gltf model
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 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 mode type
Model model[7];
model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
model[1] = LoadModel("resources/gltf/rigged_figure.glb");
model[2] = LoadModel("resources/gltf/Avocado.glb");
model[3] = LoadModel("resources/gltf/GearboxAssy.glb");
model[4] = LoadModel("resources/gltf/BoxAnimated.glb");
model[5] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
model[6] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
int currentModel = 0;
int modelCount = 7;
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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);
if(IsKeyReleased(KEY_RIGHT))
{
currentModel++;
if(currentModel == modelCount)
{
currentModel = 0;
}
}
if(IsKeyReleased(KEY_LEFT))
{
currentModel--;
if(currentModel < 0)
{
currentModel = modelCount - 1;
}
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(SKYBLUE);
BeginMode3D(camera);
DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for(int i = 0; i < modelCount; i++)
{
UnloadModel(model[i]); // Unload model
}
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}