Reviewed models examples paths
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5 changed files with 23 additions and 23 deletions
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@ -37,17 +37,17 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
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Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
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Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
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Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
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SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
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SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load animation data
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// Load animation data
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int animsCount = 0;
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int animsCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
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ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
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int animFrameCounter = 0;
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int animFrameCounter = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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@ -42,14 +42,14 @@ int main(void)
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Model model[MAX_MODELS] = { 0 };
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Model model[MAX_MODELS] = { 0 };
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model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
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model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
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model[1] = LoadModel("resources/gltf/rigged_figure.glb");
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model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
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model[2] = LoadModel("resources/gltf/GearboxAssy.glb");
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model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
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model[3] = LoadModel("resources/gltf/BoxAnimated.glb");
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model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
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model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
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model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
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model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
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model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
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model[6] = LoadModel("resources/gltf/vertex_colored_object.glb");
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model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
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model[7] = LoadModel("resources/gltf/girl.glb");
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model[7] = LoadModel("resources/models/gltf/girl.glb");
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int currentModel = 0;
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int currentModel = 0;
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@ -5,9 +5,9 @@
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* This example has been created using raylib 3.8 (www.raylib.com)
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* This example has been created using raylib 3.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Example contributed by Johann Nadalutti
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* Example contributed by Johann Nadalutti (@procfxgen)
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*
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*
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* Copyright (c) 2021 Johann Nadalutti
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* Copyright (c) 2021 Johann Nadalutti (@procfxgen)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -31,16 +31,16 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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Ray ray = { 0 }; // Picking ray
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Ray ray = { 0 }; // Picking ray
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Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
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Model tower = LoadModel("resources/models/obj/turret.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
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Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
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tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
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BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
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// Ground quad
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// Ground quad
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Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
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Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
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@ -4289,8 +4289,8 @@ static Model LoadIQM(const char *fileName)
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// Load IQM animation data
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// Load IQM animation data
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static ModelAnimation* LoadIQMModelAnimations(const char *fileName, unsigned int *animCount)
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static ModelAnimation* LoadIQMModelAnimations(const char *fileName, unsigned int *animCount)
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{
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{
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#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
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#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
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#define IQM_VERSION 2 // only IQM version 2 supported
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#define IQM_VERSION 2 // only IQM version 2 supported
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unsigned int fileSize = 0;
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unsigned int fileSize = 0;
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unsigned char *fileData = LoadFileData(fileName, &fileSize);
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unsigned char *fileData = LoadFileData(fileName, &fileSize);
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