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Renamed some models examples for consistency
This commit is contained in:
@ -657,10 +657,10 @@ TEXT = \
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text/text_writing_anim
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MODELS = \
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models/models_animation_blend_custom \
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models/models_animation_blending \
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models/models_animation_bone_blending \
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models/models_animation_gpu_skinning \
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models/models_loading_iqm \
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models/models_animation_timming \
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models/models_basic_voxel \
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models/models_billboard_rendering \
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models/models_bone_socket \
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@ -673,6 +673,7 @@ MODELS = \
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models/models_heightmap_rendering \
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models/models_loading \
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models/models_loading_gltf \
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models/models_loading_iqm \
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models/models_loading_m3d \
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models/models_loading_vox \
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models/models_mesh_generation \
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@ -642,10 +642,10 @@ TEXT = \
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text/text_writing_anim
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MODELS = \
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models/models_animation_blend_custom \
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models/models_animation_blending \
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models/models_animation_bone_blending \
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models/models_animation_gpu_skinning \
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models/models_loading_iqm \
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models/models_animation_timming \
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models/models_basic_voxel \
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models/models_billboard_rendering \
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models/models_bone_socket \
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@ -658,6 +658,7 @@ MODELS = \
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models/models_heightmap_rendering \
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models/models_loading \
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models/models_loading_gltf \
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models/models_loading_iqm \
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models/models_loading_m3d \
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models/models_loading_vox \
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models/models_mesh_generation \
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@ -1199,15 +1200,15 @@ text/text_writing_anim: text/text_writing_anim.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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# Compile MODELS examples
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models/models_animation_blending: models/models_animation_blending.c
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models/models_animation_blend_custom: models/models_animation_blend_custom.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \
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--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
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--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
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--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
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models/models_animation_bone_blending: models/models_animation_bone_blending.c
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models/models_animation_blending: models/models_animation_blending.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
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--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \
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--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
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--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
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@ -1217,11 +1218,9 @@ models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
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--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
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--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
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models/models_loading_iqm: models/models_loading_iqm.c
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models/models_animation_timming: models/models_animation_timming.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
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--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
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--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
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--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
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models/models_basic_voxel: models/models_basic_voxel.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -1276,6 +1275,12 @@ models/models_loading_gltf: models/models_loading_gltf.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
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models/models_loading_iqm: models/models_loading_iqm.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
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--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
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--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
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models/models_loading_m3d: models/models_loading_m3d.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d
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@ -171,8 +171,9 @@ models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
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models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
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models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
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models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
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models;models_animation_bone_blending;★★★★;5.5;5.5;2026;2026;"dmitrii-brand";@dmitrii-brand
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models;models_animation_blend_custom;★★★★;5.5;5.5;2026;2026;"dmitrii-brand";@dmitrii-brand
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models;models_animation_blending;☆☆☆☆;5.5;5.6-dev;2024;2024;"Kirandeep";@Kirandeep-Singh-Khehra
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models;models_animation_timming;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
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shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
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shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [models] example - animation bone blending
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* raylib [models] example - animation blend custom
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*
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* Example complexity rating: [★★★★] 4/4
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*
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@ -53,7 +53,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blend custom");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -80,7 +80,7 @@ int main(void)
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TraceLog(LOG_INFO, "Found %d animations:", animsCount);
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for (int i = 0; i < animsCount; i++)
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{
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TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount);
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TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].keyframeCount);
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}
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// Use specific indices: walk/move = 2, attack = 3
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@ -118,8 +118,8 @@ int main(void)
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ModelAnimation anim1 = modelAnimations[animIndex1];
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ModelAnimation anim2 = modelAnimations[animIndex2];
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animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount;
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animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount;
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animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount;
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animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.keyframeCount;
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// Blend the two animations
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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@ -203,9 +203,9 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
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{
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// Validate inputs
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if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
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anim2->boneCount == 0 || anim2->framePoses == NULL ||
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model->boneCount == 0 || model->bindPose == NULL)
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if (anim1->boneCount == 0 || anim1->keyframePoses == NULL ||
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anim2->boneCount == 0 || anim2->keyframePoses == NULL ||
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model->skeleton.boneCount == 0 || model->skeleton.bindPose == NULL)
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{
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return;
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}
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@ -214,26 +214,13 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
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blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
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// Ensure frame indices are valid
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if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
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if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
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if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1;
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if (frame2 >= anim2->keyframeCount) frame2 = anim2->keyframeCount - 1;
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if (frame1 < 0) frame1 = 0;
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if (frame2 < 0) frame2 = 0;
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// Find first mesh with bones
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int firstMeshWithBones = -1;
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for (int i = 0; i < model->meshCount; i++)
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{
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if (model->meshes[i].boneMatrices)
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{
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firstMeshWithBones = i;
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break;
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}
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}
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if (firstMeshWithBones == -1) return;
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// Get bone count (use minimum of all to be safe)
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int boneCount = model->boneCount;
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int boneCount = model->skeleton.boneCount;
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if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
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if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
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@ -246,7 +233,7 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
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// If upper body blending is enabled, use different blend factors for upper vs lower body
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if (upperBodyBlend)
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{
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const char *boneName = model->bones[boneId].name;
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const char *boneName = model->skeleton.bones[boneId].name;
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bool isUpperBody = IsUpperBodyBone(boneName);
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// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
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@ -256,12 +243,12 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
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}
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// Get transforms from both animations
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Transform *bindTransform = &model->bindPose[boneId];
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Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
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Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
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Transform *bindTransform = &model->skeleton.bindPose[boneId];
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Transform *anim1Transform = &anim1->keyframePoses[frame1][boneId];
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Transform *anim2Transform = &anim2->keyframePoses[frame2][boneId];
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// Blend the transforms
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Transform blended;
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Transform blended = { 0 };
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blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
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blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
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blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
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@ -279,18 +266,7 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
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MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
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// Calculate final bone matrix (similar to UpdateModelAnimationBones)
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model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
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}
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// Copy bone matrices to remaining meshes
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for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
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{
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if (model->meshes[i].boneMatrices)
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{
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memcpy(model->meshes[i].boneMatrices,
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model->meshes[firstMeshWithBones].boneMatrices,
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model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
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}
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model->boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
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}
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}
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BIN
examples/models/models_animation_blend_custom.png
Normal file
BIN
examples/models/models_animation_blend_custom.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 23 KiB |
@ -2,7 +2,7 @@
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*
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* raylib [models] example - animation blending
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*
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* Example complexity rating: [★★★☆] 3/4
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* Example complexity rating: [☆☆☆☆] 0/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
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*
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@ -8,13 +8,15 @@
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*
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* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
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*
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* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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* if not enabled, CPU skinning will be used instead
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* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
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*
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* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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*
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********************************************************************************************/
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#include "raylib.h"
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@ -42,29 +44,29 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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// Load skinning shader
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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characterModel.materials[1].shader = skinningShader;
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// Load gltf model animations
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int animsCount = 0;
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unsigned int animIndex = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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DisableCursor(); // Limit cursor to relative movement inside the window
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// Load skinning shader
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// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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// if not enabled, CPU skinning will be used instead
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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model.materials[1].shader = skinningShader;
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// Load gltf model animations
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int animCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
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// Animation playing variables
|
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unsigned int animIndex = 0; // Current animation playing
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unsigned int animCurrentFrame = 0; // Current animation frame
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||||
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -74,17 +76,15 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Select current animation
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if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
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if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
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else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
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// Update model animation
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
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animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
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UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
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//----------------------------------------------------------------------------------
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||||
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// Draw
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@ -95,14 +95,14 @@ int main(void)
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BeginMode3D(camera);
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// Draw character mesh, pose calculation is done in shader (GPU skinning)
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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DrawModel(model, position, 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 40, 20, MAROON);
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DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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||||
@ -110,8 +110,8 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
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||||
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
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UnloadModel(characterModel); // Unload model and meshes/material
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||||
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
||||
114
examples/models/models_animation_timming.c
Normal file
114
examples/models/models_animation_timming.c
Normal file
@ -0,0 +1,114 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - animation timming
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* 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) 2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for: UI controls
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation timming");
|
||||
|
||||
// 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 model
|
||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
|
||||
|
||||
// Load model animations
|
||||
int animsCount = 0;
|
||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
|
||||
|
||||
// Animation playing variables
|
||||
unsigned int animIndex = 0; // Current animation playing
|
||||
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||
float animFrameSpeed = 0.1f; // Animation play speed
|
||||
|
||||
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;
|
||||
|
||||
// Select animation playing speed
|
||||
if (IsKeyPressed(KEY_RIGHT)) animFrameSpeed += 0.1f;
|
||||
else if (IsKeyPressed(KEY_LEFT)) animFrameSpeed -= 0.1f;
|
||||
|
||||
// Update model animation
|
||||
animCurrentFrame += animFrameSpeed;
|
||||
UpdateModelAnimation(model, modelAnimations[animIndex], animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw UI
|
||||
//GuiDropdownBox((Rectangle){ 10, 20, 240, 30 }, "text", &animIndex, editMode);
|
||||
|
||||
DrawText(TextFormat("FRAME SPEED: x%.1f", animFrameSpeed), 10, 40, 20, RED);
|
||||
|
||||
DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
|
||||
DrawText(TextFormat("Animation: %s", modelAnimations[animIndex].name), 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
BIN
examples/models/models_animation_timming.png
Normal file
BIN
examples/models/models_animation_timming.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 22 KiB |
@ -60,25 +60,25 @@ int main(void)
|
||||
unsigned int animCurrentFrame = 0;
|
||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
|
||||
|
||||
// indices of bones for sockets
|
||||
// Indices of bones for sockets
|
||||
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
|
||||
|
||||
// search bones for sockets
|
||||
for (int i = 0; i < characterModel.boneCount; i++)
|
||||
// Search bones for sockets
|
||||
for (int i = 0; i < characterModel.skeleton.boneCount; i++)
|
||||
{
|
||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
|
||||
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hat"))
|
||||
{
|
||||
boneSocketIndex[BONE_SOCKET_HAT] = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
|
||||
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hand_R"))
|
||||
{
|
||||
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
|
||||
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hand_L"))
|
||||
{
|
||||
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
|
||||
continue;
|
||||
@ -115,7 +115,7 @@ int main(void)
|
||||
|
||||
// Update model animation
|
||||
ModelAnimation anim = modelAnimations[animIndex];
|
||||
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
||||
animCurrentFrame = (animCurrentFrame + 1)%anim.keyframeCount;
|
||||
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -137,8 +137,8 @@ int main(void)
|
||||
{
|
||||
if (!showEquip[i]) continue;
|
||||
|
||||
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
|
||||
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
|
||||
Transform *transform = &anim.keyframePoses[animCurrentFrame][boneSocketIndex[i]];
|
||||
Quaternion inRotation = characterModel.skeleton.bindPose[boneSocketIndex[i]].rotation;
|
||||
Quaternion outRotation = transform->rotation;
|
||||
|
||||
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
||||
|
||||
Reference in New Issue
Block a user