/******************************************************************************************* * * 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) 2022-2023 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 unsigned 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 A if (IsKeyPressed(KEY_A)) { animFrameCounter = 0; animId++; if (animId >= animsCount) animId = 0; UpdateModelAnimation(model, anims[animId], 0); animPlaying = true; } } // Toggle skeleton drawing if (IsKeyPressed(KEY_S)) 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() - 60, 10, MAROON); DrawText("PRESS A to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY); DrawText("PRESS M to toggle MESH, S 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; }