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