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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_loading_m3d.c
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+/*******************************************************************************************
+*
+* raylib [models] example - Load models M3D
+*
+* Example originally created with raylib 4.5, last time updated with raylib 4.5
+*
+* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
+*
+* NOTES:
+* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
+* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2022-2024 bzt (@bztsrc)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.4f, 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 projection type
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ char modelFileName[128] = "resources/models/m3d/cesium_man.m3d";
+ bool drawMesh = 1;
+ bool drawSkeleton = 1;
+ bool animPlaying = false; // Store anim state, what to draw
+
+ // Load model
+ Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
+
+ // Load animations
+ int animsCount = 0;
+ int animFrameCounter = 0, animId = 0;
+ ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
+
+ DisableCursor(); // Limit cursor to relative movement inside the window
+
+ 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, CAMERA_FIRST_PERSON);
+
+ if (animsCount)
+ {
+ // Play animation when spacebar is held down (or step one frame with N)
+ if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
+ {
+ animFrameCounter++;
+
+ if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
+
+ UpdateModelAnimation(model, anims[animId], animFrameCounter);
+ animPlaying = true;
+ }
+
+ // Select animation by pressing C
+ if (IsKeyPressed(KEY_C))
+ {
+ animFrameCounter = 0;
+ animId++;
+
+ if (animId >= (int)animsCount) animId = 0;
+ UpdateModelAnimation(model, anims[animId], 0);
+ animPlaying = true;
+ }
+ }
+
+ // Toggle skeleton drawing
+ if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1;
+
+ // Toggle mesh drawing
+ if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ // Draw 3d model with texture
+ if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
+
+ // Draw the animated skeleton
+ if (drawSkeleton)
+ {
+ // Loop to (boneCount - 1) because the last one is a special "no bone" bone,
+ // needed to workaround buggy models
+ // without a -1, we would always draw a cube at the origin
+ for (int i = 0; i < model.boneCount - 1; i++)
+ {
+ // By default the model is loaded in bind-pose by LoadModel().
+ // But if UpdateModelAnimation() has been called at least once
+ // then the model is already in animation pose, so we need the animated skeleton
+ if (!animPlaying || !animsCount)
+ {
+ // Display the bind-pose skeleton
+ DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED);
+
+ if (model.bones[i].parent >= 0)
+ {
+ DrawLine3D(model.bindPose[i].translation,
+ model.bindPose[model.bones[i].parent].translation, RED);
+ }
+ }
+ else
+ {
+ // Display the frame-pose skeleton
+ DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
+
+ if (anims[animId].bones[i].parent >= 0)
+ {
+ DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
+ anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
+ }
+ }
+ }
+ }
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ EndMode3D();
+
+ DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON);
+ DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY);
+ DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
+ DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
+ DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload model animations data
+ UnloadModelAnimations(anims, animsCount);
+
+ UnloadModel(model); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}