/******************************************************************************************* * * 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 #define MAX_MODELS 6 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[MAX_MODELS] = { 0 }; model[0] = LoadModel("resources/gltf/raylib_32x32.glb"); model[1] = LoadModel("resources/gltf/rigged_figure.glb"); model[2] = LoadModel("resources/gltf/GearboxAssy.glb"); model[3] = LoadModel("resources/gltf/BoxAnimated.glb"); model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf"); model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb"); int currentModel = 0; 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 == MAX_MODELS) currentModel = 0; } if (IsKeyReleased(KEY_LEFT)) { currentModel--; if (currentModel < 0) currentModel = MAX_MODELS - 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 < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }