rayjs/examples/models/models_loading_m3d.c

174 lines
7.3 KiB
C

/*******************************************************************************************
*
* raylib [models] example - Load models M3D
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTES:
* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
*
* 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) 2022-2023 bzt (@bztsrc)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.4f, 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
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
// Load animations
unsigned int animsCount = 0;
int animFrameCounter = 0, animId = 0;
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
DisableCursor(); // Limit cursor to relative movement inside the window
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_FIRST_PERSON);
if (animsCount)
{
// Play animation when spacebar is held down (or step one frame with N)
if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
{
animFrameCounter++;
if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
UpdateModelAnimation(model, anims[animId], animFrameCounter);
animPlaying = true;
}
// Select animation by pressing A
if (IsKeyPressed(KEY_A))
{
animFrameCounter = 0;
animId++;
if (animId >= animsCount) animId = 0;
UpdateModelAnimation(model, anims[animId], 0);
animPlaying = true;
}
}
// Toggle skeleton drawing
if (IsKeyPressed(KEY_S)) drawSkeleton ^= 1;
// Toggle mesh drawing
if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw 3d model with texture
if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
// Draw the animated skeleton
if (drawSkeleton)
{
// 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);
}
}
}
}
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 60, 10, MAROON);
DrawText("PRESS A to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
DrawText("PRESS M to toggle MESH, S to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload model animations data
UnloadModelAnimations(anims, animsCount);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}