WARNING: BREAKING: REDESIGNED: **Animation System** #4606

REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data
ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`)
ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure
ADDED: Support animation frames-blending, for timing control
ADDED: Support animations blending, between two animations
REVIEWED: All models animation loading functions
ADDED: `UpdateModelAnimationEx()` for two animations blending
REMOVED: `UpdateModelAnimationBones*()`, simplified API
REVIEWED: Shader attributes/uniforms names for animations, for consistency
REVIEWED: Multiple tweaks on animations loading for consistency between formats
ADDED: example: `models_animation_timing`
ADDED: example: `models_animation_blending`
REVIEWED: example: `models_animation_gpu_skinning`
REVIEWED: example: `models_animation_blend_custom`
REVIEWED: All animated models loading examples
This commit is contained in:
Ray
2026-02-24 01:18:57 +01:00
parent bee3dc6673
commit d4dc038e2e
26 changed files with 1052 additions and 807 deletions

View File

@ -21,6 +21,8 @@
#include "raylib.h"
static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -41,22 +43,17 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
char modelFileName[128] = "resources/models/m3d/cesium_man.m3d";
bool drawMesh = 1;
bool drawSkeleton = 1;
bool animPlaying = false; // Store anim state, what to draw
// Load model
Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
Model model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animations
int animsCount = 0;
int animFrameCounter = 0, animId = 0;
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
// Load animation data
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", &animCount);
DisableCursor(); // Limit cursor to relative movement inside the window
// Animation playing variables
unsigned int animIndex = 0; // Current animation playing
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -66,38 +63,16 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
UpdateCamera(&camera, CAMERA_ORBITAL);
if (animsCount)
{
// Play animation when spacebar is held down (or step one frame with N)
if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
{
animFrameCounter++;
// Select current animation
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
UpdateModelAnimation(model, anims[animId], animFrameCounter);
animPlaying = true;
}
// Select animation by pressing C
if (IsKeyPressed(KEY_C))
{
animFrameCounter = 0;
animId++;
if (animId >= (int)animsCount) animId = 0;
UpdateModelAnimation(model, anims[animId], 0);
animPlaying = true;
}
}
// Toggle skeleton drawing
if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1;
// Toggle mesh drawing
if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
// Update model animation
animCurrentFrame += 1.0f;
if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f;
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
@ -109,52 +84,19 @@ int main(void)
BeginMode3D(camera);
// Draw 3d model with texture
if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
// Draw the animated skeleton
if (drawSkeleton)
if (!IsKeyDown(KEY_SPACE)) DrawModel(model, position, 1.0f, WHITE);
else
{
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
// needed to workaround buggy models
// without a -1, we would always draw a cube at the origin
for (int i = 0; i < model.boneCount - 1; i++)
{
// By default the model is loaded in bind-pose by LoadModel()
// But if UpdateModelAnimation() has been called at least once
// then the model is already in animation pose, so we need the animated skeleton
if (!animPlaying || !animsCount)
{
// Display the bind-pose skeleton
DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED);
if (model.bones[i].parent >= 0)
{
DrawLine3D(model.bindPose[i].translation,
model.bindPose[model.bones[i].parent].translation, RED);
}
}
else
{
// Display the frame-pose skeleton
DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
if (anims[animId].bones[i].parent >= 0)
{
DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
}
}
}
// Draw the animated skeleton
DrawModelSkeleton(model.skeleton, anims[animIndex].keyframePoses[(int)animCurrentFrame], 1.0f, RED);
}
DrawGrid(10, 1.0f); // Draw a grid
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON);
DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY);
DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, LIGHTGRAY);
DrawText("Press SPACE to draw skeleton", 10, 40, 20, MAROON);
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
EndDrawing();
@ -163,14 +105,28 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload model animations data
UnloadModelAnimations(anims, animsCount);
UnloadModel(model); // Unload model
UnloadModelAnimations(anims, animCount); // Unload model animations data
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Draw model skeleton
static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color)
{
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
// needed to workaround buggy models without a -1, a cube is always drawn at the origin
for (int i = 0; i < skeleton.boneCount - 1; i++)
{
// Display the frame-pose skeleton
DrawCube(pose[i].translation, scale*0.05f, scale*0.05f, scale*0.05f, color);
if (skeleton.bones[i].parent >= 0)
{
DrawLine3D(pose[i].translation, pose[skeleton.bones[i].parent].translation, color);
}
}
}