Fix example/models/models_loading_gltf.c controls (#3268)
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1 changed files with 7 additions and 7 deletions
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@ -4,9 +4,9 @@
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*
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*
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* LIMITATIONS:
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* LIMITATIONS:
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* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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* - Only supports linear interpolation (default method in Blender when checked
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* - Only supports linear interpolation (default method in Blender when checked
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* "Always Sample Animations" when exporting a GLTF file)
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* "Always Sample Animations" when exporting a GLTF file)
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* - Only supports translation/rotation/scale animation channel.path,
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* - Only supports translation/rotation/scale animation channel.path,
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* weights not considered (i.e. morph targets)
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* weights not considered (i.e. morph targets)
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*
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*
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* Example originally created with raylib 3.7, last time updated with raylib 4.2
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* Example originally created with raylib 3.7, last time updated with raylib 4.2
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@ -42,7 +42,7 @@ int main(void)
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// Load gltf model
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// Load gltf model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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Model model = LoadModel("resources/models/gltf/robot.glb");
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// Load gltf model animations
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// Load gltf model animations
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unsigned int animsCount = 0;
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unsigned int animsCount = 0;
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unsigned int animIndex = 0;
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unsigned int animIndex = 0;
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@ -63,9 +63,9 @@ int main(void)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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// Select current animation
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// Select current animation
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if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
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else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
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// Update model animation
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// Update model animation
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ModelAnimation anim = modelAnimations[animIndex];
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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@ -85,7 +85,7 @@ 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 LEFT/RIGHT mouse buttons 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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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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