/******************************************************************************************* * * raylib [models] example - Load 3d gltf model with animations and play them * * 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 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 = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and // basic data // Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material // SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load animation data int animsCount = 0; ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount); int animFrameCounter = 0; int animationDirection = 1; SetCameraMode(camera, CAMERA_FREE); // Set free camera mode SetTargetFPS(30); // 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); // Play animation when spacebar is held down if (IsKeyDown(KEY_SPACE)) { animFrameCounter += animationDirection; if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0) { animationDirection *= -1; animFrameCounter += animationDirection; } UpdateModelAnimation(model, anims[0], animFrameCounter); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE); for (int i = 0; i < model.boneCount; i++) { DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED); } DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON); DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // UnloadTexture(texture); // Unload texture // Unload model animations data for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); RL_FREE(anims); UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }