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Update models_animation_blending.c
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@ -1,6 +1,8 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [models] example - animation blending
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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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*
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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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* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
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*
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*
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@ -47,31 +49,26 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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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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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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// Load model
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Model characterModel = LoadModel("resources/models/gltf/robot.glb"); // Load character model
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Model characterModel = LoadModel("resources/models/gltf/robot.glb"); // Load character model
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/* INFO: Uncomment this to use GPU skinning
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// Load skinning shader
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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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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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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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// Assign skinning shader to all materials shaders
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for (int i = 0; i < characterModel.materialCount; i++) characterModel.materials[i].shader = skinningShader;
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for (int i = 0; i < characterModel.materialCount; i++)
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// Load model animations
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{
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characterModel.materials[i].shader = skinningShader;
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}
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*/
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// Load gltf model animations
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int animsCount = 0;
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int animsCount = 0;
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unsigned int animIndex0 = 0;
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unsigned int animIndex1 = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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// Define animation variables
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unsigned int animIndex0 = 0;
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unsigned int animIndex1 = 0;
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float animCurrentFrame = 0;
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float blendFactor = 0.5f;
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float blendFactor = 0.5f;
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -80,7 +77,7 @@ int main(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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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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// Select current animation
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if (IsKeyPressed(KEY_T)) animIndex0 = (animIndex0 + 1)%animsCount;
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if (IsKeyPressed(KEY_T)) animIndex0 = (animIndex0 + 1)%animsCount;
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@ -93,14 +90,12 @@ int main(void)
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else if (IsKeyPressed(KEY_J)) blendFactor = clamp(blendFactor + 0.1, 0.0f, 1.0f);
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else if (IsKeyPressed(KEY_J)) blendFactor = clamp(blendFactor + 0.1, 0.0f, 1.0f);
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// Update animation
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// Update animation
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animCurrentFrame++;
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animCurrentFrame += 0.2f;
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// Update bones
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// Update bones
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// Note: Same animation frame index is used below. By default it loops both animations
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// Note: Same animation frame index is used below. By default it loops both animations
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UpdateModelAnimationBonesLerp(characterModel, modelAnimations[animIndex0], animCurrentFrame, modelAnimations[animIndex1], animCurrentFrame, blendFactor);
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UpdateModelAnimationEx(characterModel, modelAnimations[animIndex0], animCurrentFrame,
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modelAnimations[animIndex1], animCurrentFrame, blendFactor);
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// INFO: Comment the following line to use GPU skinning
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UpdateModelVertsToCurrentBones(characterModel);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -111,18 +106,7 @@ int main(void)
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BeginMode3D(camera);
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BeginMode3D(camera);
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/* INFO: Uncomment this to use GPU skinning
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// Draw character mesh, pose calculation is done in shader (GPU skinning)
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for (int i = 0; i < characterModel.meshCount; i++)
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{
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DrawMesh(characterModel.meshes[i], characterModel.materials[characterModel.meshMaterial[i]], characterModel.transform);
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}
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*/
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// INFO: Comment the following line to use GPU skinning
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DrawModel(characterModel, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
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DrawModel(characterModel, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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EndMode3D();
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EndMode3D();
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@ -142,8 +126,7 @@ int main(void)
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UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
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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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UnloadModel(characterModel); // Unload model and meshes/material
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// INFO: Uncomment the following line to use GPU skinning
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UnloadShader(skinningShader); // Unload GPU skinning shader
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// UnloadShader(skinningShader); // Unload GPU skinning shader
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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