/******************************************************************************************* * * 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"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // 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"); // Load gltf model animations int animsCount = 0; unsigned int animIndex = 0; unsigned int animCurrentFrame = 0; ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount); Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position 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_THIRD_PERSON); // 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; }