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-/*******************************************************************************************
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-*
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-* raylib [models] example - Load 3d gltf model with animations and play them
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-*
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-* This example has been created using raylib 3.5 (www.raylib.com)
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-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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-*
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-* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
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-*
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-* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
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-*
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-********************************************************************************************
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-*
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-* To export a model from blender, make sure it is not posed, the vertices need to be in the
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-* same position as they would be in edit mode.
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-* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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-*
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-********************************************************************************************/
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-
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-#include "raylib.h"
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-
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-#include <stdlib.h>
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-
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-
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-int main(void)
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-{
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- // Initialization
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- //--------------------------------------------------------------------------------------
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- const int screenWidth = 800;
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- const int screenHeight = 450;
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-
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- InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
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-
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- // Define the camera to look into our 3d world
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- Camera camera = { 0 };
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- camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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- camera.fovy = 45.0f; // Camera field-of-view Y
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- camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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-
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- Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
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- // basic data
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-// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
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-// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
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-
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- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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-
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- // Load animation data
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- int animsCount = 0;
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- ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
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- int animFrameCounter = 0;
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- int animationDirection = 1;
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-
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- SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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-
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- SetTargetFPS(30); // Set our game to run at 60 frames-per-second
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- //--------------------------------------------------------------------------------------
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-
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- // Main game loop
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- while (!WindowShouldClose()) // Detect window close button or ESC key
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- {
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- // Update
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- //----------------------------------------------------------------------------------
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- UpdateCamera(&camera);
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-
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- // Play animation when spacebar is held down
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- if (IsKeyDown(KEY_SPACE))
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- {
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- animFrameCounter += animationDirection;
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-
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- if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0)
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- {
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- animationDirection *= -1;
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- animFrameCounter += animationDirection;
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- }
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-
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- UpdateModelAnimation(model, anims[0], animFrameCounter);
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- }
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- //----------------------------------------------------------------------------------
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-
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- // Draw
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- //----------------------------------------------------------------------------------
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- BeginDrawing();
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-
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- ClearBackground(RAYWHITE);
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-
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- BeginMode3D(camera);
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-
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- DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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-
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- for (int i = 0; i < model.boneCount; i++)
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- {
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- DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
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- }
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-
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- DrawGrid(10, 1.0f); // Draw a grid
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-
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- EndMode3D();
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-
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- DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
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- DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
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-
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- EndDrawing();
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- //----------------------------------------------------------------------------------
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- }
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-
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- // De-Initialization
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- //--------------------------------------------------------------------------------------
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-// UnloadTexture(texture); // Unload texture
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-
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- // Unload model animations data
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- for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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- RL_FREE(anims);
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-
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- UnloadModel(model); // Unload model
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-
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- CloseWindow(); // Close window and OpenGL context
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- //--------------------------------------------------------------------------------------
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-
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- return 0;
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-}
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