/******************************************************************************************* * * raylib [models] example - Load M3D model (with optional animations) and play them * * Example static mesh Suzanne from Blender * Example animated seagull model from Scorched 3D, licensed GPLv2 * * Copyright (c) 2019-2022 Culacant (@culacant) and Ramon Santamaria (@raysan5) * Copyright (c) 2022 bzt (@bztsrc) * ******************************************************************************************** * * NOTE: To export a model from blender, just use https://gitlab.com/bztsrc/model3d/-/tree/master/blender * and make sure to add "(action)" markers to the timeline if you want multiple animations. * ********************************************************************************************/ #include "raylib.h" #include //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(int argc, char **argv) { char *model_fn = argc > 1 ? argv[1] : "resources/models/m3d/suzanne.m3d"; // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model"); // 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 Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load model Model model = LoadModel(model_fn); // Load the animated model mesh and basic data // Load animation data unsigned int animsCount = 0; ModelAnimation *anims = LoadModelAnimations(model_fn, &animsCount); int animFrameCounter = 0, animId = 0; 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); // Play animation when spacebar is held down if (animsCount) { if (IsKeyDown(KEY_SPACE)) { animFrameCounter++; UpdateModelAnimation(model, anims[animId], animFrameCounter); if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0; } // Select animation on mouse click if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { animFrameCounter = 0; animId++; if (animId >= animsCount) animId = 0; UpdateModelAnimation(model, anims[animId], 0); } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture if(anims) for (int i = 0; i < model.boneCount; i++) { DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED); } DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 30, 10, MAROON); DrawText("MOUSE LEFT BUTTON to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 20, 10, DARKGRAY); DrawText("(c) Suzanne 3D model by blender", screenWidth - 200, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload model animations data for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); RL_FREE(anims); UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }