Added ModelAnimation.name, initially with GLTF animation names loaded (#3044)
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3 changed files with 5 additions and 0 deletions
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@ -86,6 +86,7 @@ int main(void)
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EndMode3D();
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EndMode3D();
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DrawText("Use the UP/DOWN arrow keys to switch animation", 10, 10, 20, GRAY);
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DrawText("Use the UP/DOWN arrow keys to switch animation", 10, 10, 20, GRAY);
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DrawText(TextFormat("Animation: %s", anim.name), 10, GetScreenHeight() - 20, 10, DARKGRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -402,6 +402,7 @@ typedef struct ModelAnimation {
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int frameCount; // Number of animation frames
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int frameCount; // Number of animation frames
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BoneInfo *bones; // Bones information (skeleton)
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BoneInfo *bones; // Bones information (skeleton)
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Transform **framePoses; // Poses array by frame
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Transform **framePoses; // Poses array by frame
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char name[32]; // Animation name
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} ModelAnimation;
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} ModelAnimation;
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// Ray, ray for raycasting
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// Ray, ray for raycasting
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@ -5375,6 +5375,9 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned in
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animDuration = (t > animDuration)? t : animDuration;
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animDuration = (t > animDuration)? t : animDuration;
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}
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}
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strncpy(animations[i].name, animData.name, sizeof(animations[i].name));
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animations[i].name[sizeof(animations[i].name) - 1] = '\0';
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animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY);
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animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY);
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animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *));
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animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *));
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