Gltf animation support (#1551)

* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.

* Removed wrongly duplicated function

* Bone loading for gltf model (not working at this point)

* Loading info about vertex to joint connection but animation is still not working

* Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF

* The model almost looks like a real person on animation.

* Fixed model loading with bones.

Also updated license info on the model.

* Cleaned up some code and updated examples.

* Fix identation issues

* Fix identation issues

* Fix identation issues
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hristo 2021-01-28 12:29:06 +02:00 committed by GitHub
parent 88a6f16c9a
commit 731ab15d57
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6 changed files with 691 additions and 213 deletions

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/*******************************************************************************************
*
* raylib [models] example - Load 3d gltf model with animations and play them
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 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.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
// basic data
// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
int animFrameCounter = 0;
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))
{
animFrameCounter++;
UpdateModelAnimation(model, anims[0], animFrameCounter);
if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
for (int i = 0; i < model.boneCount; i++)
{
DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
}
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// UnloadTexture(texture); // Unload texture
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - Load 3d gltf model
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 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.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/gltf/Avocado.glb"); // Load the animated model mesh and
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModelEx(model, position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 15.0f, 15.0f, 15.0f }, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("(cc0) Avocado by @Microsoft", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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Rigged Figure model has been created by Cesium (https://cesium.com/cesiumjs/),
and licensed as Creative Commons Attribution 4.0 International License.
Check for details: http://creativecommons.org/licenses/by/4.0/
Avocado model is provided by Microsoft
and licensed as CC0 Universal Public Domain
Check for details: https://creativecommons.org/publicdomain/zero/1.0/
GLTF sample models for testing are taken from: https://github.com/KhronosGroup/glTF-Sample-Models/

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