raylib/examples/models/models_loading_m3d.c

128 lines
5.0 KiB
C

/*******************************************************************************************
*
* 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 <stdlib.h>
//------------------------------------------------------------------------------------
// 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;
}