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Diffstat (limited to 'deps/raylib/examples/models/models_loading_gltf.c')
-rw-r--r-- | deps/raylib/examples/models/models_loading_gltf.c | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/models_loading_gltf.c b/deps/raylib/examples/models/models_loading_gltf.c new file mode 100644 index 0000000..8b8838c --- /dev/null +++ b/deps/raylib/examples/models/models_loading_gltf.c @@ -0,0 +1,102 @@ +/******************************************************************************************* +* +* raylib [models] example - loading gltf with animations +* +* LIMITATIONS: +* - Only supports 1 armature per file, and skips loading it if there are multiple armatures +* - Only supports linear interpolation (default method in Blender when checked +* "Always Sample Animations" when exporting a GLTF file) +* - Only supports translation/rotation/scale animation channel.path, +* weights not considered (i.e. morph targets) +* +* Example originally created with raylib 3.7, last time updated with raylib 4.2 +* +* 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) 2020-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#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 - loading gltf animations"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 2.0f, 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 projection type + + // Load gltf model + Model model = LoadModel("resources/models/gltf/robot.glb"); + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + // Load gltf model animations + int animsCount = 0; + unsigned int animIndex = 0; + unsigned int animCurrentFrame = 0; + ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount); + + 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_ORBITAL); + + // Select current animation + if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount; + else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount; + + // Update model animation + ModelAnimation anim = modelAnimations[animIndex]; + animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; + UpdateModelAnimation(model, anim, animCurrentFrame); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + DrawModel(model, position, 1.0f, WHITE); // Draw animated model + DrawGrid(10, 1.0f); + EndMode3D(); + + DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY); + DrawText(TextFormat("Animation: %s", anim.name), 10, GetScreenHeight() - 20, 10, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(model); // Unload model and meshes/material + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + + + |