REVIEWED: Support M3D file loading #2648
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5 changed files with 337 additions and 30 deletions
127
examples/models/models_loading_m3d.c
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127
examples/models/models_loading_m3d.c
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/*******************************************************************************************
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*
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* raylib [models] example - Load M3D model (with optional animations) and play them
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*
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* Example static mesh Suzanne from Blender
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* Example animated seagull model from Scorched 3D, licensed GPLv2
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*
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* Copyright (c) 2019-2022 Culacant (@culacant) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2022 bzt (@bztsrc)
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*
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********************************************************************************************
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*
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* NOTE: To export a model from blender, just use https://gitlab.com/bztsrc/model3d/-/tree/master/blender
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* and make sure to add "(action)" markers to the timeline if you want multiple animations.
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(int argc, char **argv)
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{
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char *model_fn = argc > 1 ? argv[1] : "resources/models/m3d/suzanne.m3d";
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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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.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load model
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Model model = LoadModel(model_fn); // Load the animated model mesh and basic data
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// Load animation data
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unsigned int animsCount = 0;
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ModelAnimation *anims = LoadModelAnimations(model_fn, &animsCount);
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int animFrameCounter = 0, animId = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Play animation when spacebar is held down
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if (animsCount)
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{
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if (IsKeyDown(KEY_SPACE))
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{
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animFrameCounter++;
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UpdateModelAnimation(model, anims[animId], animFrameCounter);
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if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
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}
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// Select animation on mouse click
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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animFrameCounter = 0;
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animId++;
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if (animId >= animsCount) animId = 0;
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UpdateModelAnimation(model, anims[animId], 0);
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
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if(anims)
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for (int i = 0; i < model.boneCount; i++)
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{
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DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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}
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 30, 10, MAROON);
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DrawText("MOUSE LEFT BUTTON to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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DrawText("(c) Suzanne 3D model by blender", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload model animations data
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for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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