/******************************************************************************************* * * raylib [models] example - animation blending * * Example originally created with raylib 5.5, last time updated with raylib 5.6-dev * * Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2024 Kirandeep (@Kirandeep-Singh-Khehra) * * Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS * Note: This example uses CPU for updating meshes. * For GPU skinning see comments with 'INFO:'. * ********************************************************************************************/ #include "raylib.h" #define clamp(x,a,b) ((x < a)? a : (x > b)? b : x) #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type // Load gltf model Model characterModel = LoadModel("resources/models/gltf/robot.glb"); // Load character model /* INFO: Uncomment this to use GPU skinning // Load skinning shader Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); for (int i = 0; i < characterModel.materialCount; i++) { characterModel.materials[i].shader = skinningShader; } */ // Load gltf model animations int animsCount = 0; unsigned int animIndex0 = 0; unsigned int animIndex1 = 0; unsigned int animCurrentFrame = 0; ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount); float blendFactor = 0.5f; DisableCursor(); // Limit cursor to relative movement inside the window 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, CAMERA_THIRD_PERSON); // Select current animation if (IsKeyPressed(KEY_T)) animIndex0 = (animIndex0 + 1)%animsCount; else if (IsKeyPressed(KEY_G)) animIndex0 = (animIndex0 + animsCount - 1)%animsCount; if (IsKeyPressed(KEY_Y)) animIndex1 = (animIndex1 + 1)%animsCount; else if (IsKeyPressed(KEY_H)) animIndex1 = (animIndex1 + animsCount - 1)%animsCount; // Select blend factor if (IsKeyPressed(KEY_U)) blendFactor = clamp(blendFactor - 0.1, 0.0f, 1.0f); else if (IsKeyPressed(KEY_J)) blendFactor = clamp(blendFactor + 0.1, 0.0f, 1.0f); // Update animation animCurrentFrame++; // Update bones // Note: Same animation frame index is used below. By default it loops both animations UpdateModelAnimationBonesLerp(characterModel, modelAnimations[animIndex0], animCurrentFrame, modelAnimations[animIndex1], animCurrentFrame, blendFactor); // INFO: Comment the following line to use GPU skinning UpdateModelVertsToCurrentBones(characterModel); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); /* INFO: Uncomment this to use GPU skinning // Draw character mesh, pose calculation is done in shader (GPU skinning) for (int i = 0; i < characterModel.meshCount; i++) { DrawMesh(characterModel.meshes[i], characterModel.materials[characterModel.meshMaterial[i]], characterModel.transform); } */ // INFO: Comment the following line to use GPU skinning DrawModel(characterModel, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); DrawText("Use the U/J to adjust blend factor", 10, 10, 20, GRAY); DrawText("Use the T/G to switch first animation", 10, 30, 20, GRAY); DrawText("Use the Y/H to switch second animation", 10, 50, 20, GRAY); DrawText(TextFormat("Animations: %s, %s", modelAnimations[animIndex0].name, modelAnimations[animIndex1].name), 10, 70, 20, BLACK); DrawText(TextFormat("Blend Factor: %f", blendFactor), 10, 86, 20, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation UnloadModel(characterModel); // Unload model and meshes/material // INFO: Uncomment the following line to use GPU skinning // UnloadShader(skinningShader); // Unload GPU skinning shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }