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Renamed some models examples for consistency
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114
examples/models/models_animation_timming.c
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114
examples/models/models_animation_timming.c
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/*******************************************************************************************
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*
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* raylib [models] example - animation timming
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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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) 2026 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for: UI controls
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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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 timming");
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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){ 6.0f, 6.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.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 model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
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// Load model animations
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int animsCount = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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// Animation playing variables
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unsigned int animIndex = 0; // Current animation playing
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float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
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float animFrameSpeed = 0.1f; // Animation play speed
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Select current animation
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
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else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
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// Select animation playing speed
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if (IsKeyPressed(KEY_RIGHT)) animFrameSpeed += 0.1f;
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else if (IsKeyPressed(KEY_LEFT)) animFrameSpeed -= 0.1f;
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// Update model animation
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animCurrentFrame += animFrameSpeed;
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UpdateModelAnimation(model, modelAnimations[animIndex], animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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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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// Draw UI
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//GuiDropdownBox((Rectangle){ 10, 20, 240, 30 }, "text", &animIndex, editMode);
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DrawText(TextFormat("FRAME SPEED: x%.1f", animFrameSpeed), 10, 40, 20, RED);
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DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
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DrawText(TextFormat("Animation: %s", modelAnimations[animIndex].name), 10, GetScreenHeight() - 20, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model and meshes/material
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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