/******************************************************************************************* * * 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; }