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Diffstat (limited to 'deps/raylib/examples/models/models_loading_m3d.c')
-rw-r--r-- | deps/raylib/examples/models/models_loading_m3d.c | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/models_loading_m3d.c b/deps/raylib/examples/models/models_loading_m3d.c new file mode 100644 index 0000000..6091d95 --- /dev/null +++ b/deps/raylib/examples/models/models_loading_m3d.c @@ -0,0 +1,174 @@ +/******************************************************************************************* +* +* 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; +} |