Renamed some models examples for consistency

This commit is contained in:
Ray
2026-02-23 01:43:53 +01:00
parent 542333b6d3
commit ae6d34a731
15 changed files with 795 additions and 102 deletions

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@ -657,10 +657,10 @@ TEXT = \
text/text_writing_anim text/text_writing_anim
MODELS = \ MODELS = \
models/models_animation_blend_custom \
models/models_animation_blending \ models/models_animation_blending \
models/models_animation_bone_blending \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_loading_iqm \ models/models_animation_timming \
models/models_basic_voxel \ models/models_basic_voxel \
models/models_billboard_rendering \ models/models_billboard_rendering \
models/models_bone_socket \ models/models_bone_socket \
@ -673,6 +673,7 @@ MODELS = \
models/models_heightmap_rendering \ models/models_heightmap_rendering \
models/models_loading \ models/models_loading \
models/models_loading_gltf \ models/models_loading_gltf \
models/models_loading_iqm \
models/models_loading_m3d \ models/models_loading_m3d \
models/models_loading_vox \ models/models_loading_vox \
models/models_mesh_generation \ models/models_mesh_generation \

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@ -642,10 +642,10 @@ TEXT = \
text/text_writing_anim text/text_writing_anim
MODELS = \ MODELS = \
models/models_animation_blend_custom \
models/models_animation_blending \ models/models_animation_blending \
models/models_animation_bone_blending \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_loading_iqm \ models/models_animation_timming \
models/models_basic_voxel \ models/models_basic_voxel \
models/models_billboard_rendering \ models/models_billboard_rendering \
models/models_bone_socket \ models/models_bone_socket \
@ -658,6 +658,7 @@ MODELS = \
models/models_heightmap_rendering \ models/models_heightmap_rendering \
models/models_loading \ models/models_loading \
models/models_loading_gltf \ models/models_loading_gltf \
models/models_loading_iqm \
models/models_loading_m3d \ models/models_loading_m3d \
models/models_loading_vox \ models/models_loading_vox \
models/models_mesh_generation \ models/models_mesh_generation \
@ -1199,15 +1200,15 @@ text/text_writing_anim: text/text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile MODELS examples # Compile MODELS examples
models/models_animation_blending: models/models_animation_blending.c models/models_animation_blend_custom: models/models_animation_blend_custom.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \ --preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \ --preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs --preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
models/models_animation_bone_blending: models/models_animation_bone_blending.c models/models_animation_blending: models/models_animation_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \ --preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \ --preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs --preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
@ -1217,11 +1218,9 @@ models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \ --preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs --preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
models/models_loading_iqm: models/models_loading_iqm.c models/models_animation_timming: models/models_animation_timming.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \ --preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
models/models_basic_voxel: models/models_basic_voxel.c models/models_basic_voxel: models/models_basic_voxel.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1276,6 +1275,12 @@ models/models_loading_gltf: models/models_loading_gltf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb --preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
models/models_loading_iqm: models/models_loading_iqm.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
models/models_loading_m3d: models/models_loading_m3d.c models/models_loading_m3d: models/models_loading_m3d.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d --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
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
models;models_animation_bone_blending;★★★★;5.5;5.5;2026;2026;"dmitrii-brand";@dmitrii-brand models;models_animation_blend_custom;★★★★;5.5;5.5;2026;2026;"dmitrii-brand";@dmitrii-brand
models;models_animation_blending;☆☆☆☆;5.5;5.6-dev;2024;2024;"Kirandeep";@Kirandeep-Singh-Khehra models;models_animation_blending;☆☆☆☆;5.5;5.6-dev;2024;2024;"Kirandeep";@Kirandeep-Singh-Khehra
models;models_animation_timming;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5 shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5

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@ -1,6 +1,6 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [models] example - animation bone blending * raylib [models] example - animation blend custom
* *
* Example complexity rating: [] 4/4 * Example complexity rating: [] 4/4
* *
@ -53,7 +53,7 @@ int main(void)
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending"); InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blend custom");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
@ -80,7 +80,7 @@ int main(void)
TraceLog(LOG_INFO, "Found %d animations:", animsCount); TraceLog(LOG_INFO, "Found %d animations:", animsCount);
for (int i = 0; i < animsCount; i++) for (int i = 0; i < animsCount; i++)
{ {
TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount); TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].keyframeCount);
} }
// Use specific indices: walk/move = 2, attack = 3 // Use specific indices: walk/move = 2, attack = 3
@ -118,8 +118,8 @@ int main(void)
ModelAnimation anim1 = modelAnimations[animIndex1]; ModelAnimation anim1 = modelAnimations[animIndex1];
ModelAnimation anim2 = modelAnimations[animIndex2]; ModelAnimation anim2 = modelAnimations[animIndex2];
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount; animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount;
animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount; animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.keyframeCount;
// Blend the two animations // Blend the two animations
characterModel.transform = MatrixTranslate(position.x, position.y, position.z); characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
@ -203,9 +203,9 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend) ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
{ {
// Validate inputs // Validate inputs
if (anim1->boneCount == 0 || anim1->framePoses == NULL || if (anim1->boneCount == 0 || anim1->keyframePoses == NULL ||
anim2->boneCount == 0 || anim2->framePoses == NULL || anim2->boneCount == 0 || anim2->keyframePoses == NULL ||
model->boneCount == 0 || model->bindPose == NULL) model->skeleton.boneCount == 0 || model->skeleton.bindPose == NULL)
{ {
return; return;
} }
@ -214,26 +214,13 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor)); blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
// Ensure frame indices are valid // Ensure frame indices are valid
if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1; if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1;
if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1; if (frame2 >= anim2->keyframeCount) frame2 = anim2->keyframeCount - 1;
if (frame1 < 0) frame1 = 0; if (frame1 < 0) frame1 = 0;
if (frame2 < 0) frame2 = 0; if (frame2 < 0) frame2 = 0;
// Find first mesh with bones
int firstMeshWithBones = -1;
for (int i = 0; i < model->meshCount; i++)
{
if (model->meshes[i].boneMatrices)
{
firstMeshWithBones = i;
break;
}
}
if (firstMeshWithBones == -1) return;
// Get bone count (use minimum of all to be safe) // Get bone count (use minimum of all to be safe)
int boneCount = model->boneCount; int boneCount = model->skeleton.boneCount;
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount; if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
if (anim2->boneCount < boneCount) boneCount = anim2->boneCount; if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
@ -246,7 +233,7 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
// If upper body blending is enabled, use different blend factors for upper vs lower body // If upper body blending is enabled, use different blend factors for upper vs lower body
if (upperBodyBlend) if (upperBodyBlend)
{ {
const char *boneName = model->bones[boneId].name; const char *boneName = model->skeleton.bones[boneId].name;
bool isUpperBody = IsUpperBodyBone(boneName); bool isUpperBody = IsUpperBodyBone(boneName);
// Upper body: use anim2 (attack), Lower body: use anim1 (walk) // Upper body: use anim2 (attack), Lower body: use anim1 (walk)
@ -256,12 +243,12 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
} }
// Get transforms from both animations // Get transforms from both animations
Transform *bindTransform = &model->bindPose[boneId]; Transform *bindTransform = &model->skeleton.bindPose[boneId];
Transform *anim1Transform = &anim1->framePoses[frame1][boneId]; Transform *anim1Transform = &anim1->keyframePoses[frame1][boneId];
Transform *anim2Transform = &anim2->framePoses[frame2][boneId]; Transform *anim2Transform = &anim2->keyframePoses[frame2][boneId];
// Blend the transforms // Blend the transforms
Transform blended; Transform blended = { 0 };
blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor); blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor); blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor); blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
@ -279,18 +266,7 @@ static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int f
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z)); MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
// Calculate final bone matrix (similar to UpdateModelAnimationBones) // Calculate final bone matrix (similar to UpdateModelAnimationBones)
model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix); model->boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
}
// Copy bone matrices to remaining meshes
for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
{
if (model->meshes[i].boneMatrices)
{
memcpy(model->meshes[i].boneMatrices,
model->meshes[firstMeshWithBones].boneMatrices,
model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
}
} }
} }

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@ -2,7 +2,7 @@
* *
* raylib [models] example - animation blending * raylib [models] example - animation blending
* *
* Example complexity rating: [★★★☆] 3/4 * Example complexity rating: [☆☆☆☆] 0/4
* *
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev * Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
* *

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@ -8,13 +8,15 @@
* *
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
* *
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
* if not enabled, CPU skinning will be used instead
* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
* *
* Copyright (c) 2024-2025 Daniel Holden (@orangeduck) * Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
* *
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
*
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
@ -42,29 +44,29 @@ int main(void)
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position 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.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) 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.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model // Load gltf model
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
// Load skinning shader
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
characterModel.materials[1].shader = skinningShader;
// Load gltf model animations
int animsCount = 0;
unsigned int animIndex = 0;
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
DisableCursor(); // Limit cursor to relative movement inside the window // Load skinning shader
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
// if not enabled, CPU skinning will be used instead
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
model.materials[1].shader = skinningShader;
// Load gltf model animations
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
// Animation playing variables
unsigned int animIndex = 0; // Current animation playing
unsigned int animCurrentFrame = 0; // Current animation frame
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -74,17 +76,15 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON); UpdateCamera(&camera, CAMERA_ORBITAL);
// Select current animation // Select current animation
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
// Update model animation // Update model animation
ModelAnimation anim = modelAnimations[animIndex]; animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -95,14 +95,14 @@ int main(void)
BeginMode3D(camera); BeginMode3D(camera);
// Draw character mesh, pose calculation is done in shader (GPU skinning) DrawModel(model, position, 1.0f, WHITE);
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
DrawGrid(10, 1.0f); DrawGrid(10, 1.0f);
EndMode3D(); EndMode3D();
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 40, 20, MAROON);
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, GRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -110,8 +110,8 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(characterModel); // Unload model and meshes/material UnloadModel(model); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context

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@ -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;
}

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@ -60,25 +60,25 @@ int main(void)
unsigned int animCurrentFrame = 0; unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); 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 }; int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
// search bones for sockets // Search bones for sockets
for (int i = 0; i < characterModel.boneCount; i++) 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; boneSocketIndex[BONE_SOCKET_HAT] = i;
continue; 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; boneSocketIndex[BONE_SOCKET_HAND_R] = i;
continue; 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; boneSocketIndex[BONE_SOCKET_HAND_L] = i;
continue; continue;
@ -115,7 +115,7 @@ int main(void)
// Update model animation // Update model animation
ModelAnimation anim = modelAnimations[animIndex]; ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; animCurrentFrame = (animCurrentFrame + 1)%anim.keyframeCount;
UpdateModelAnimation(characterModel, anim, animCurrentFrame); UpdateModelAnimation(characterModel, anim, animCurrentFrame);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -137,8 +137,8 @@ int main(void)
{ {
if (!showEquip[i]) continue; if (!showEquip[i]) continue;
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]]; Transform *transform = &anim.keyframePoses[animCurrentFrame][boneSocketIndex[i]];
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation; Quaternion inRotation = characterModel.skeleton.bindPose[boneSocketIndex[i]].rotation;
Quaternion outRotation = transform->rotation; Quaternion outRotation = transform->rotation;
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame) // Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)

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View File

@ -429,12 +429,14 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_testbed", "e
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_rlgl_compute", "examples\shaders_rlgl_compute.vcxproj", "{AEA9D0D4-B810-4624-BC75-10A291584ED6}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_rlgl_compute", "examples\shaders_rlgl_compute.vcxproj", "{AEA9D0D4-B810-4624-BC75-10A291584ED6}"
EndProject EndProject
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EndProject EndProject
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Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|ARM64 = Debug.DLL|ARM64 Debug.DLL|ARM64 = Debug.DLL|ARM64
@ -5443,6 +5445,30 @@ Global
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x64.Build.0 = Release|x64 {4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x64.Build.0 = Release|x64
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x86.ActiveCfg = Release|Win32 {4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x86.ActiveCfg = Release|Win32
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x86.Build.0 = Release|Win32 {4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3}.Release|x86.Build.0 = Release|Win32
{89D5A0E9-683C-465C-BF85-A880865175C8}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
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EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@ -5605,7 +5631,7 @@ Global
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} {C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8} {9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {6B1A933E-71B8-4C1F-9E79-02D98830E671} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} {6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} {6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
@ -5662,6 +5688,7 @@ Global
{AC751FE1-C986-4B6A-92A8-28ED89DEE671} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} {AC751FE1-C986-4B6A-92A8-28ED89DEE671} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{BB9C957D-34F1-46AE-B64A-9E0499C1746D} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} {BB9C957D-34F1-46AE-B64A-9E0499C1746D} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {4E7157E0-6CDB-47AE-A19A-FEC3876FA8A3} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{89D5A0E9-683C-465C-BF85-A880865175C8} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
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View File

@ -20,4 +20,3 @@ Example elements validated:
``` ```
| **EXAMPLE NAME** | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]| | **EXAMPLE NAME** | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]|
|:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:| |:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:|
| models_animation_bone_blending | ✔ | ✔ | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

View File

@ -155,7 +155,7 @@ Example elements validated:
| text_inline_styling | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | text_inline_styling | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| text_words_alignment | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | text_words_alignment | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| text_strings_management | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | text_strings_management | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_playing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_loading_iqm | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_billboard_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_billboard_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_box_collisions | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_box_collisions | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_cubicmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_cubicmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -182,8 +182,9 @@ Example elements validated:
| models_rotating_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_rotating_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_decals | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_decals | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_directional_billboard | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_directional_billboard | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_bone_blending | ✔ | ✔ | ✔ | | | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_animation_blend_custom | ✔ | ✔ | ✔ | | | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_blending | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_animation_blending | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_timming | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_ascii_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_ascii_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_basic_lighting | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_basic_lighting | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_model_shader | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_model_shader | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |