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390
Examples/Models/AnimationBlendCustom.cs
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390
Examples/Models/AnimationBlendCustom.cs
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/*******************************************************************************************
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*
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* raylib [models] example - animation blend custom
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 6.0
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*
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* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
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*
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* DETAILS: Example demonstrates per-bone animation blending, allowing smooth transitions
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* between two animations by interpolating bone transforms. This is useful for:
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* - Blending movement animations (walk/run) with action animations (jump/attack)
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* - Creating smooth animation transitions
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* - Layering animations (e.g., upper body attack while lower body walks)
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*
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* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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* if not enabled, CPU skinning will be used instead
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2026 dmitrii-brand (@dmitrii-brand)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Raymath;
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namespace Examples.Models;
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public partial class AnimationBlendCustom : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Models / Animation Blend Custom";
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public string Title => "raylib [models] example - animation blend custom";
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private Camera3D camera;
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private Model model;
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private Vector3 position;
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private Shader skinningShader;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private int animIndex0;
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private int animIndex1;
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private int animCurrentFrame0;
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private int animCurrentFrame1;
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private bool upperBodyBlend;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position
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camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
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camera.Up = new 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 = CameraProjection.Perspective; // Camera projection type
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// Load gltf model
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model = LoadModel("resources/models/gltf/greenman.glb");
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position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
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// Load skinning shader
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// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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// if not enabled, CPU skinning will be used instead
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skinningShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/skinning.vs",
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$"resources/shaders/glsl{GlslVersion}/skinning.fs"
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);
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model.Materials[1].Shader = skinningShader;
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// Load gltf model animations
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animCount = 0;
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anims = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animCount);
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// Use specific animation indices: 2-walk/move, 3-attack
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animIndex0 = 2; // Walk/Move animation (index 2)
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animIndex1 = 3; // Attack animation (index 3)
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animCurrentFrame0 = 0;
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animCurrentFrame1 = 0;
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// Validate indices
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if (animIndex0 >= animCount)
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{
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animIndex0 = 0;
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}
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if (animIndex1 >= animCount)
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{
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animIndex1 = (animCount > 1) ? 1 : 0;
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}
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upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Toggle upper/lower body blending mode (SPACE key)
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if (IsKeyPressed(KeyboardKey.Space))
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{
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upperBodyBlend = !upperBodyBlend;
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}
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// Update animation frames
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var anim0 = anims[animIndex0];
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var anim1 = anims[animIndex1];
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animCurrentFrame0 = (animCurrentFrame0 + 1) % anim0.KeyFrameCount;
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animCurrentFrame1 = (animCurrentFrame1 + 1) % anim1.KeyFrameCount;
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// Blend the two animations
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// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
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// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
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var blendFactor = upperBodyBlend ? 1.0f : 0.5f;
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UpdateModelAnimationBones(anim0, animCurrentFrame0, anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
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// raylib provided animation blending function
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//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
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// anim1, (float)animCurrentFrame1, blendFactor);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, Color.White);
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DrawGrid(10, 1.0f);
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EndMode3D();
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// Draw UI
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DrawText($"ANIM 0: {anim0.NameToString()}", 10, 10, 20, Color.Gray);
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DrawText($"ANIM 1: {anim1.NameToString()}", 10, 40, 20, Color.Gray);
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DrawText($"[SPACE] Toggle blending mode: {(upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending")}",
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10, GetScreenHeight() - 30, 20, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadModelAnimations(anims, animCount); // Unload model animation
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UnloadModel(model); // Unload model and meshes/material
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UnloadShader(skinningShader); // Unload GPU skinning shader
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}
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// Check if a bone is part of upper body (for selective blending)
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private static bool IsUpperBodyBone(string boneName)
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{
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// Common upper body bone names (adjust based on your model)
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if (boneName is "spine" or "spine1" or "spine2" or
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"chest" or "upperChest" or
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"neck" or "head" or
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"shoulder" or "shoulder_L" or "shoulder_R" or
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"upperArm" or "upperArm_L" or "upperArm_R" or
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"lowerArm" or "lowerArm_L" or "lowerArm_R" or
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"hand" or "hand_L" or "hand_R" or
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"clavicle" or "clavicle_L" or "clavicle_R")
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{
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return true;
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}
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// Check if bone name contains upper body keywords
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if (boneName.Contains("spine") || boneName.Contains("chest") ||
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boneName.Contains("neck") || boneName.Contains("head") ||
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boneName.Contains("shoulder") || boneName.Contains("arm") ||
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boneName.Contains("hand") || boneName.Contains("clavicle"))
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{
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return true;
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}
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return false;
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}
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// Blend two animations per-bone with selective upper/lower body blending
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private unsafe void UpdateModelAnimationBones(ModelAnimation anim0, int frame0,
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ModelAnimation anim1, int frame1, float blend, bool upperBodyBlend)
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{
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// Validate inputs
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if ((anim0.BoneCount != 0) && (anim0.KeyframePoses != null) &&
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(anim1.BoneCount != 0) && (anim1.KeyframePoses != null) &&
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(model.Skeleton.BoneCount != 0) && (model.Skeleton.BindPose != null))
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{
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// Clamp blend factor to [0, 1]
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blend = MathF.Min(1.0f, MathF.Max(0.0f, blend));
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// Ensure frame indices are valid
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if (frame0 >= anim0.KeyFrameCount)
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{
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frame0 = anim0.KeyFrameCount - 1;
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}
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if (frame1 >= anim1.KeyFrameCount)
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{
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frame1 = anim1.KeyFrameCount - 1;
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}
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if (frame0 < 0)
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{
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frame0 = 0;
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}
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if (frame1 < 0)
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{
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frame1 = 0;
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}
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// Get bone count (use minimum of all to be safe)
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var boneCount = model.Skeleton.BoneCount;
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if (anim0.BoneCount < boneCount)
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{
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boneCount = anim0.BoneCount;
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}
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if (anim1.BoneCount < boneCount)
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{
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boneCount = anim1.BoneCount;
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}
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// Blend each bone
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for (var boneIndex = 0; boneIndex < boneCount; boneIndex++)
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{
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// Determine blend factor for this bone
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var boneBlendFactor = blend;
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// If upper body blending is enabled, use different blend factors for upper vs lower body
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if (upperBodyBlend)
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{
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var boneName = model.Skeleton.Bones[boneIndex].NameToString();
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var isUpperBody = IsUpperBodyBone(boneName);
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// Upper body: use anim1 (attack), Lower body: use anim0 (walk)
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// blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack)
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if (isUpperBody)
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{
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boneBlendFactor = blend; // Upper body: blend towards anim1 (attack)
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}
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else
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{
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boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend
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}
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}
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// Get transforms from both animations
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var bindTransform = model.Skeleton.BindPose[boneIndex];
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var animTransform0 = anim0.KeyframePoses[frame0][boneIndex];
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var animTransform1 = anim1.KeyframePoses[frame1][boneIndex];
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// Blend the transforms
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Transform blended = new();
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blended.Translation = Vector3Lerp(animTransform0.Translation, animTransform1.Translation, boneBlendFactor);
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blended.Rotation = QuaternionSlerp(animTransform0.Rotation, animTransform1.Rotation, boneBlendFactor);
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blended.Scale = Vector3Lerp(animTransform0.Scale, animTransform1.Scale, boneBlendFactor);
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// Convert bind pose to matrix
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var bindMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(bindTransform.Scale.X, bindTransform.Scale.Y, bindTransform.Scale.Z),
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QuaternionToMatrix(bindTransform.Rotation)),
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MatrixTranslate(bindTransform.Translation.X, bindTransform.Translation.Y, bindTransform.Translation.Z));
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// Convert blended transform to matrix
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var blendedMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(blended.Scale.X, blended.Scale.Y, blended.Scale.Z),
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QuaternionToMatrix(blended.Rotation)),
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MatrixTranslate(blended.Translation.X, blended.Translation.Y, blended.Translation.Z));
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// Calculate final bone matrix (similar to UpdateModelAnimationBones)
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model.BoneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
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}
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// CPU skinning, updates CPU buffers and uploads them to GPU (if available)
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// NOTE: Fallback in case GPU skinning is not supported or enabled
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for (var m = 0; m < model.MeshCount; m++)
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{
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var mesh = model.Meshes[m];
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Vector3 animVertex;
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Vector3 animNormal;
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var vertexValuesCount = mesh.VertexCount * 3;
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var boneCounter = 0;
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var bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
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// Skip if missing bone data or missing anim buffers initialization
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if ((mesh.BoneWeights == null) || (mesh.BoneIndices == null) ||
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(mesh.AnimVertices == null) || (mesh.AnimNormals == null))
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{
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continue;
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}
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for (var vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
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{
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mesh.AnimVertices[vCounter] = 0;
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mesh.AnimVertices[vCounter + 1] = 0;
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mesh.AnimVertices[vCounter + 2] = 0;
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if (mesh.AnimNormals != null)
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{
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mesh.AnimNormals[vCounter] = 0;
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mesh.AnimNormals[vCounter + 1] = 0;
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mesh.AnimNormals[vCounter + 2] = 0;
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}
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// Iterates over 4 bones per vertex
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for (var j = 0; j < 4; j++, boneCounter++)
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{
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var boneWeight = mesh.BoneWeights[boneCounter];
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var boneIndex = mesh.BoneIndices[boneCounter];
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// Early stop when no transformation will be applied
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if (boneWeight == 0.0f)
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{
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continue;
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}
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animVertex = new Vector3(mesh.Vertices[vCounter], mesh.Vertices[vCounter + 1], mesh.Vertices[vCounter + 2]);
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animVertex = Vector3Transform(animVertex, model.BoneMatrices[boneIndex]);
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mesh.AnimVertices[vCounter] += animVertex.X * boneWeight;
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mesh.AnimVertices[vCounter + 1] += animVertex.Y * boneWeight;
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mesh.AnimVertices[vCounter + 2] += animVertex.Z * boneWeight;
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bufferUpdateRequired = true;
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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if ((mesh.Normals != null) && (mesh.AnimNormals != null))
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{
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animNormal = new Vector3(mesh.Normals[vCounter], mesh.Normals[vCounter + 1], mesh.Normals[vCounter + 2]);
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animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.BoneMatrices[boneIndex])));
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mesh.AnimNormals[vCounter] += animNormal.X * boneWeight;
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mesh.AnimNormals[vCounter + 1] += animNormal.Y * boneWeight;
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mesh.AnimNormals[vCounter + 2] += animNormal.Z * boneWeight;
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}
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}
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}
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if (bufferUpdateRequired)
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{
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// Update GPU vertex buffers with updated data (position + normals)
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Rlgl.UpdateVertexBuffer(mesh.VboId[(int)ShaderLocationIndex.VertexPosition], mesh.AnimVertices, mesh.VertexCount * 3 * sizeof(float), 0);
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if (mesh.Normals != null)
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{
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Rlgl.UpdateVertexBuffer(mesh.VboId[(int)ShaderLocationIndex.VertexNormal], mesh.AnimNormals, mesh.VertexCount * 3 * sizeof(float), 0);
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}
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}
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}
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}
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blend custom");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new AnimationBlendCustom();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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}
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474
Examples/Models/AnimationBlending.cs
Normal file
474
Examples/Models/AnimationBlending.cs
Normal file
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@ -0,0 +1,474 @@
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/*******************************************************************************************
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*
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* raylib [models] example - animation blending
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*
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* Example complexity rating: [★★★★] 4/4
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||||
*
|
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* Example originally created with raylib 5.5, last time updated with raylib 6.0
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*
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* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) and reviewed by Ramon Santamaria (@raysan5)
|
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*
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* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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* if not enabled, CPU skinning will be used instead
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||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024-2026 Kirandeep (@Kirandeep-Singh-Khehra) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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// NOTE: The upstream example uses raygui for its UI controls (dropdowns, sliders, progress bars).
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// raygui is not part of raylib-cs, so the required controls are reimplemented here with
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// basic raylib drawing primitives, preserving the original behaviour.
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public partial class AnimationBlending : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Models / Animation Blending";
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public string Title => "raylib [models] example - animation blending";
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private Camera3D camera;
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private Model model;
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private Vector3 position;
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private Shader skinningShader;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private int currentAnimPlaying;
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private int nextAnimToPlay;
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private bool animTransition;
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private int animIndex0;
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private float animCurrentFrame0;
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private float animFrameSpeed0;
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private int animIndex1;
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private float animCurrentFrame1;
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private float animFrameSpeed1;
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private float animBlendFactor;
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private float animBlendTime;
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private float animBlendTimeCounter;
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private bool animPause;
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private string[] animNames;
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private bool dropdownEditMode0;
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private bool dropdownEditMode1;
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private float animFrameProgress0;
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private float animFrameProgress1;
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private float animBlendProgress;
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public unsafe void Init()
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{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(6.0f, 6.0f, 6.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load model
|
||||
model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model world position
|
||||
|
||||
// Load skinning shader
|
||||
// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
|
||||
skinningShader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/skinning.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/skinning.fs"
|
||||
);
|
||||
|
||||
// Skinning shader could be required to be assigned to all materials shaders, just to make
|
||||
// sure required uniforms are being updated for the mesh using that material (and shader)
|
||||
for (var i = 0; i < model.MaterialCount; i++)
|
||||
{
|
||||
model.Materials[i].Shader = skinningShader;
|
||||
}
|
||||
|
||||
// Load model animations
|
||||
animCount = 0;
|
||||
anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
// NOTE: Two animations are played with a smooth transition between them
|
||||
currentAnimPlaying = 0; // Current animation playing (0 o 1)
|
||||
nextAnimToPlay = 1; // Next animation to play (to transition)
|
||||
animTransition = false; // Flag to register anim transition state
|
||||
|
||||
animIndex0 = 10; // Current animation playing (walking)
|
||||
animCurrentFrame0 = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||
animFrameSpeed0 = 0.5f; // Current animation play speed
|
||||
animIndex1 = 6; // Next animation to play (running)
|
||||
animCurrentFrame1 = 0.0f; // Next animation frame (supporting interpolated frames)
|
||||
animFrameSpeed1 = 0.5f; // Next animation play speed
|
||||
|
||||
animBlendFactor = 0.0f; // Blend factor from anim0[frame0] --> anim1[frame1], [0.0f..1.0f]
|
||||
|
||||
animBlendTime = 2.0f; // Time to blend from one playing animation to another (in seconds)
|
||||
animBlendTimeCounter = 0.0f; // Time counter (delta time)
|
||||
|
||||
animPause = false; // Pause animation
|
||||
|
||||
// UI required variables
|
||||
animNames = new string[animCount];
|
||||
for (var i = 0; i < animCount; i++)
|
||||
{
|
||||
animNames[i] = anims[i].NameToString();
|
||||
}
|
||||
|
||||
dropdownEditMode0 = false;
|
||||
dropdownEditMode1 = false;
|
||||
animFrameProgress0 = 0.0f;
|
||||
animFrameProgress1 = 0.0f;
|
||||
animBlendProgress = 0.0f;
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.P))
|
||||
{
|
||||
animPause = !animPause;
|
||||
}
|
||||
|
||||
if (!animPause)
|
||||
{
|
||||
// Start transition from anim0[] to anim1[]
|
||||
if (IsKeyPressed(KeyboardKey.Space) && !animTransition)
|
||||
{
|
||||
if (currentAnimPlaying == 0)
|
||||
{
|
||||
// Transition anim0 --> anim1
|
||||
nextAnimToPlay = 1;
|
||||
animCurrentFrame1 = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Transition anim1 --> anim0
|
||||
nextAnimToPlay = 0;
|
||||
animCurrentFrame0 = 0.0f;
|
||||
}
|
||||
|
||||
// Set animation transition
|
||||
animTransition = true;
|
||||
animBlendTimeCounter = 0.0f;
|
||||
animBlendFactor = 0.0f;
|
||||
}
|
||||
|
||||
if (animTransition)
|
||||
{
|
||||
// Playing anim0 and anim1 at the same time
|
||||
animCurrentFrame0 += animFrameSpeed0;
|
||||
if (animCurrentFrame0 >= anims[animIndex0].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame0 = 0.0f;
|
||||
}
|
||||
animCurrentFrame1 += animFrameSpeed1;
|
||||
if (animCurrentFrame1 >= anims[animIndex1].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame1 = 0.0f;
|
||||
}
|
||||
|
||||
// Increment blend factor over time to transition from anim0 --> anim1 over time
|
||||
// NOTE: Time blending could be other than linear, using some easing
|
||||
animBlendFactor = animBlendTimeCounter / animBlendTime;
|
||||
animBlendTimeCounter += GetFrameTime();
|
||||
animBlendProgress = animBlendFactor;
|
||||
|
||||
// Update model with animations blending
|
||||
if (nextAnimToPlay == 1)
|
||||
{
|
||||
// Blend anim0 --> anim1
|
||||
UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||
anims[animIndex1], animCurrentFrame1, animBlendFactor);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Blend anim1 --> anim0
|
||||
UpdateModelAnimationEx(model, anims[animIndex1], animCurrentFrame1,
|
||||
anims[animIndex0], animCurrentFrame0, animBlendFactor);
|
||||
}
|
||||
|
||||
// Check if transition completed
|
||||
if (animBlendFactor > 1.0f)
|
||||
{
|
||||
// Reset frame states
|
||||
if (currentAnimPlaying == 0)
|
||||
{
|
||||
animCurrentFrame0 = 0.0f;
|
||||
}
|
||||
else if (currentAnimPlaying == 1)
|
||||
{
|
||||
animCurrentFrame1 = 0.0f;
|
||||
}
|
||||
currentAnimPlaying = nextAnimToPlay; // Update current animation playing
|
||||
|
||||
animBlendFactor = 0.0f; // Reset blend factor
|
||||
animTransition = false; // Exit transition mode
|
||||
animBlendTimeCounter = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Play only one anim, the current one
|
||||
if (currentAnimPlaying == 0)
|
||||
{
|
||||
// Playing anim0 at defined speed
|
||||
animCurrentFrame0 += animFrameSpeed0;
|
||||
if (animCurrentFrame0 >= anims[animIndex0].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame0 = 0.0f;
|
||||
}
|
||||
UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0);
|
||||
}
|
||||
else if (currentAnimPlaying == 1)
|
||||
{
|
||||
// Playing anim1 at defined speed
|
||||
animCurrentFrame1 += animFrameSpeed1;
|
||||
if (animCurrentFrame1 >= anims[animIndex1].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame1 = 0.0f;
|
||||
}
|
||||
UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update progress bars values with current frame for each animation
|
||||
animFrameProgress0 = animCurrentFrame0;
|
||||
animFrameProgress1 = animCurrentFrame1;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, Color.White); // Draw animated model
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
if (animTransition)
|
||||
{
|
||||
DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, Color.Blue);
|
||||
}
|
||||
|
||||
// Draw UI elements
|
||||
//---------------------------------------------------------------------------------------------
|
||||
GuiSlider(new Rectangle(10, 38, 160, 12), null, $"x{animFrameSpeed0:0.0}", ref animFrameSpeed0, 0.1f, 2.0f);
|
||||
GuiSlider(new Rectangle(GetScreenWidth() - 170.0f, 38, 160, 12), $"{animFrameSpeed1:0.0}x", null, ref animFrameSpeed1, 0.1f, 2.0f);
|
||||
|
||||
// Blending process progress bar
|
||||
GuiProgressBar(new Rectangle(180, 14, 440, 16), null, null, animBlendProgress, 0.0f, 1.0f);
|
||||
|
||||
// Centered "PRESS SPACE" label
|
||||
const string spaceLabel = "PRESS SPACE to START BLENDING";
|
||||
var spaceLabelWidth = MeasureText(spaceLabel, 20);
|
||||
DrawText(spaceLabel, (GetScreenWidth() - spaceLabelWidth) / 2, (int)(GetScreenHeight() - 100.0f + 10), 20, Color.DarkGray);
|
||||
|
||||
// Draw playing timeline with keyframes for anim0[]
|
||||
GuiProgressBar(new Rectangle(60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20), "ANIM 0",
|
||||
$"FRAME: {animFrameProgress0:0.00} / {anims[animIndex0].KeyFrameCount}",
|
||||
animFrameProgress0, 0.0f, anims[animIndex0].KeyFrameCount);
|
||||
for (var i = 0; i < anims[animIndex0].KeyFrameCount; i++)
|
||||
{
|
||||
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180) / anims[animIndex0].KeyFrameCount) * i),
|
||||
GetScreenHeight() - 60, 1, 20, Color.Blue);
|
||||
}
|
||||
|
||||
// Draw playing timeline with keyframes for anim1[]
|
||||
GuiProgressBar(new Rectangle(60, GetScreenHeight() - 30.0f, GetScreenWidth() - 180.0f, 20), "ANIM 1",
|
||||
$"FRAME: {animFrameProgress1:0.00} / {anims[animIndex1].KeyFrameCount}",
|
||||
animFrameProgress1, 0.0f, anims[animIndex1].KeyFrameCount);
|
||||
for (var i = 0; i < anims[animIndex1].KeyFrameCount; i++)
|
||||
{
|
||||
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180) / anims[animIndex1].KeyFrameCount) * i),
|
||||
GetScreenHeight() - 30, 1, 20, Color.Blue);
|
||||
}
|
||||
|
||||
// Draw animation selectors for blending transition (drawn last so open lists render on top)
|
||||
// NOTE: Transition does not start until requested
|
||||
if (GuiDropdownBox(new Rectangle(10, 10, 160, 24), animNames, ref animIndex0, dropdownEditMode0))
|
||||
{
|
||||
dropdownEditMode0 = !dropdownEditMode0;
|
||||
}
|
||||
if (GuiDropdownBox(new Rectangle(GetScreenWidth() - 170.0f, 10, 160, 24), animNames, ref animIndex1, dropdownEditMode1))
|
||||
{
|
||||
dropdownEditMode1 = !dropdownEditMode1;
|
||||
}
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||
}
|
||||
|
||||
// Minimal immediate-mode slider (raygui replacement)
|
||||
private static bool GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
var mouse = GetMousePosition();
|
||||
var dragging = false;
|
||||
if (CheckCollisionPointRec(mouse, bounds) && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue)
|
||||
{
|
||||
value = minValue;
|
||||
}
|
||||
if (value > maxValue)
|
||||
{
|
||||
value = maxValue;
|
||||
}
|
||||
dragging = true;
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
var pct = (value - minValue) / (maxValue - minValue);
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
return dragging;
|
||||
}
|
||||
|
||||
// Minimal immediate-mode progress bar (raygui replacement)
|
||||
private static void GuiProgressBar(Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue)
|
||||
{
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
var pct = maxValue > minValue ? (value - minValue) / (maxValue - minValue) : 0.0f;
|
||||
if (pct < 0)
|
||||
{
|
||||
pct = 0;
|
||||
}
|
||||
if (pct > 1)
|
||||
{
|
||||
pct = 1;
|
||||
}
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
// Minimal immediate-mode dropdown box (raygui replacement)
|
||||
private static bool GuiDropdownBox(Rectangle bounds, string[] items, ref int active, bool editMode)
|
||||
{
|
||||
var result = false;
|
||||
var mouse = GetMousePosition();
|
||||
|
||||
// Draw main box
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (active >= 0 && active < items.Length)
|
||||
{
|
||||
DrawText(items[active], (int)bounds.X + 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
DrawText(editMode ? "^" : "v", (int)(bounds.X + bounds.Width - 12), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
|
||||
// Draw items when open
|
||||
if (editMode)
|
||||
{
|
||||
for (var i = 0; i < items.Length; i++)
|
||||
{
|
||||
Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
|
||||
var hover = CheckCollisionPointRec(mouse, item);
|
||||
DrawRectangleRec(item, hover ? Color.SkyBlue : Color.LightGray);
|
||||
DrawRectangleLinesEx(item, 1, Color.Gray);
|
||||
DrawText(items[i], (int)item.X + 5, (int)(item.Y + item.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
if (editMode)
|
||||
{
|
||||
for (var i = 0; i < items.Length; i++)
|
||||
{
|
||||
Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
|
||||
if (CheckCollisionPointRec(mouse, item))
|
||||
{
|
||||
active = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
result = true; // any click closes the dropdown
|
||||
}
|
||||
else if (CheckCollisionPointRec(mouse, bounds))
|
||||
{
|
||||
result = true; // open the dropdown
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new AnimationBlending();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
160
Examples/Models/AnimationGpuSkinning.cs
Normal file
160
Examples/Models/AnimationGpuSkinning.cs
Normal file
|
|
@ -0,0 +1,160 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - animation gpu skinning
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
|
||||
* if not enabled, CPU skinning will be used instead
|
||||
*
|
||||
* 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) 2024-2025 Daniel Holden (@orangeduck)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class AnimationGpuSkinning : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Models / Animation GPU Skinning";
|
||||
|
||||
public string Title => "raylib [models] example - animation gpu skinning";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Vector3 position;
|
||||
private Shader skinningShader;
|
||||
private unsafe ModelAnimation* anims;
|
||||
private int animCount;
|
||||
private int animIndex;
|
||||
private int animCurrentFrame;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load gltf model
|
||||
model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// Load skinning shader
|
||||
// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
|
||||
skinningShader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/skinning.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/skinning.fs"
|
||||
);
|
||||
|
||||
// Skinning shader could be required to be assigned to all materials shaders, just to make
|
||||
// sure required uniforms are being updated for the mesh using that material (and shader)
|
||||
model.Materials[1].Shader = skinningShader; // Just assigning to materials[1] for this model
|
||||
|
||||
// Load gltf model animations
|
||||
animCount = 0;
|
||||
anims = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
animIndex = 0; // Current animation playing
|
||||
animCurrentFrame = 0; // Current animation frame
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
animIndex = (animIndex + 1) % animCount;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
animIndex = (animIndex + animCount - 1) % animCount;
|
||||
}
|
||||
|
||||
// Update model animation
|
||||
animCurrentFrame = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount;
|
||||
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 40, 20, Color.Maroon);
|
||||
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new AnimationGpuSkinning();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
292
Examples/Models/AnimationTiming.cs
Normal file
292
Examples/Models/AnimationTiming.cs
Normal file
|
|
@ -0,0 +1,292 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - animation timing
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* 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) 2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
// NOTE: The upstream example uses raygui for its UI controls (dropdown, slider, progress bar).
|
||||
// raygui is not part of raylib-cs, so the required controls are reimplemented here with
|
||||
// basic raylib drawing primitives, preserving the original behaviour.
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class AnimationTiming : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Animation Timing";
|
||||
|
||||
public string Title => "raylib [models] example - animation timing";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Vector3 position;
|
||||
private unsafe ModelAnimation* anims;
|
||||
private int animCount;
|
||||
private int animIndex;
|
||||
private float animCurrentFrame;
|
||||
private float animFrameSpeed;
|
||||
private bool animPause;
|
||||
private string[] animNames;
|
||||
private bool dropdownEditMode;
|
||||
private float animFrameProgress;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(6.0f, 6.0f, 6.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load model
|
||||
model = LoadModel("resources/models/gltf/robot.glb");
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model world position
|
||||
|
||||
// Load model animations
|
||||
animCount = 0;
|
||||
anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
animIndex = 10; // Current animation playing
|
||||
animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||
animFrameSpeed = 0.5f; // Animation play speed
|
||||
animPause = false; // Pause animation
|
||||
|
||||
// UI required variables
|
||||
animNames = new string[animCount];
|
||||
for (var i = 0; i < animCount; i++)
|
||||
{
|
||||
animNames[i] = anims[i].NameToString();
|
||||
}
|
||||
|
||||
dropdownEditMode = false;
|
||||
animFrameProgress = 0.0f;
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.P))
|
||||
{
|
||||
animPause = !animPause;
|
||||
}
|
||||
|
||||
if (!animPause && (animIndex < animCount))
|
||||
{
|
||||
// Update model animation
|
||||
animCurrentFrame += animFrameSpeed;
|
||||
if (animCurrentFrame >= anims[animIndex].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame = 0.0f;
|
||||
}
|
||||
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
|
||||
}
|
||||
|
||||
// NOTE: Animation and playing speed selected through UI
|
||||
|
||||
// Update progressbar value with current frame
|
||||
animFrameProgress = animCurrentFrame;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw UI, select anim and playing speed
|
||||
GuiSlider(new Rectangle(260, 10, 500, 24), "FRAME SPEED: ", $"x{animFrameSpeed:0.0}", ref animFrameSpeed, 0.1f, 2.0f);
|
||||
|
||||
// Draw playing timeline with keyframes
|
||||
DrawText($"CURRENT FRAME: {animFrameProgress:0.00} / {anims[animIndex].KeyFrameCount}",
|
||||
10, (int)(GetScreenHeight() - 64.0f), 10, Color.DarkGray);
|
||||
GuiProgressBar(new Rectangle(10, GetScreenHeight() - 40.0f, GetScreenWidth() - 20.0f, 24), null, null,
|
||||
animFrameProgress, 0.0f, anims[animIndex].KeyFrameCount);
|
||||
for (var i = 0; i < anims[animIndex].KeyFrameCount; i++)
|
||||
{
|
||||
DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20) / anims[animIndex].KeyFrameCount) * i),
|
||||
GetScreenHeight() - 40, 1, 24, Color.Blue);
|
||||
}
|
||||
|
||||
// NOTE: Dropdown drawn last so its open item list renders on top
|
||||
if (GuiDropdownBox(new Rectangle(10, 10, 140, 24), animNames, ref animIndex, dropdownEditMode))
|
||||
{
|
||||
dropdownEditMode = !dropdownEditMode;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
}
|
||||
|
||||
// Minimal immediate-mode slider (raygui replacement)
|
||||
private static bool GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
var mouse = GetMousePosition();
|
||||
var dragging = false;
|
||||
if (CheckCollisionPointRec(mouse, bounds) && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue)
|
||||
{
|
||||
value = minValue;
|
||||
}
|
||||
if (value > maxValue)
|
||||
{
|
||||
value = maxValue;
|
||||
}
|
||||
dragging = true;
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
var pct = (value - minValue) / (maxValue - minValue);
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
return dragging;
|
||||
}
|
||||
|
||||
// Minimal immediate-mode progress bar (raygui replacement)
|
||||
private static void GuiProgressBar(Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue)
|
||||
{
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
var pct = maxValue > minValue ? (value - minValue) / (maxValue - minValue) : 0.0f;
|
||||
if (pct < 0)
|
||||
{
|
||||
pct = 0;
|
||||
}
|
||||
if (pct > 1)
|
||||
{
|
||||
pct = 1;
|
||||
}
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft))
|
||||
{
|
||||
DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(textRight))
|
||||
{
|
||||
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
// Minimal immediate-mode dropdown box (raygui replacement)
|
||||
private static bool GuiDropdownBox(Rectangle bounds, string[] items, ref int active, bool editMode)
|
||||
{
|
||||
var result = false;
|
||||
var mouse = GetMousePosition();
|
||||
|
||||
// Draw main box
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (active >= 0 && active < items.Length)
|
||||
{
|
||||
DrawText(items[active], (int)bounds.X + 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
DrawText(editMode ? "^" : "v", (int)(bounds.X + bounds.Width - 12), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
|
||||
// Draw items when open
|
||||
if (editMode)
|
||||
{
|
||||
for (var i = 0; i < items.Length; i++)
|
||||
{
|
||||
Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
|
||||
var hover = CheckCollisionPointRec(mouse, item);
|
||||
DrawRectangleRec(item, hover ? Color.SkyBlue : Color.LightGray);
|
||||
DrawRectangleLinesEx(item, 1, Color.Gray);
|
||||
DrawText(items[i], (int)item.X + 5, (int)(item.Y + item.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
if (editMode)
|
||||
{
|
||||
for (var i = 0; i < items.Length; i++)
|
||||
{
|
||||
Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
|
||||
if (CheckCollisionPointRec(mouse, item))
|
||||
{
|
||||
active = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
result = true; // any click closes the dropdown
|
||||
}
|
||||
else if (CheckCollisionPointRec(mouse, bounds))
|
||||
{
|
||||
result = true; // open the dropdown
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation timing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new AnimationTiming();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
202
Examples/Models/BasicVoxel.cs
Normal file
202
Examples/Models/BasicVoxel.cs
Normal file
|
|
@ -0,0 +1,202 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - basic voxel
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Tim Little (@timlittle) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 Tim Little (@timlittle)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class BasicVoxel : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int WorldSize = 8; // Size of our voxel world (8x8x8 cubes)
|
||||
|
||||
public string Name => "Models / Basic Voxel";
|
||||
|
||||
public string Title => "raylib [models] example - basic voxel";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model cubeModel;
|
||||
private bool[,,] voxels;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world (first person)
|
||||
camera = new();
|
||||
camera.Position = new Vector3(-2.0f, 0.0f, -2.0f); // Camera position at ground level
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Create a cube model
|
||||
var cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f); // Create a unit cube mesh
|
||||
cubeModel = LoadModelFromMesh(cubeMesh); // Convert mesh to a model
|
||||
cubeModel.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Beige;
|
||||
|
||||
// Initialize voxel world - fill with voxels
|
||||
voxels = new bool[WorldSize, WorldSize, WorldSize];
|
||||
for (var x = 0; x < WorldSize; x++)
|
||||
{
|
||||
for (var y = 0; y < WorldSize; y++)
|
||||
{
|
||||
for (var z = 0; z < WorldSize; z++)
|
||||
{
|
||||
voxels[x, y, z] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.FirstPerson);
|
||||
|
||||
// Handle voxel removal with mouse click
|
||||
// This method is quite inefficient. Ray marching through the voxel grid using DDA would be faster, but more complex.
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
// Cast a ray from the screen center (where crosshair would be)
|
||||
Vector2 screenCenter = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
|
||||
var ray = GetScreenToWorldRay(screenCenter, camera);
|
||||
|
||||
// Check ray collision with all voxels
|
||||
var closestDistance = 99999.0f;
|
||||
Vector3 closestVoxelPosition = new(-1, -1, -1);
|
||||
var voxelFound = false;
|
||||
for (var x = 0; x < WorldSize; x++)
|
||||
{
|
||||
for (var y = 0; y < WorldSize; y++)
|
||||
{
|
||||
for (var z = 0; z < WorldSize; z++)
|
||||
{
|
||||
if (!voxels[x, y, z])
|
||||
{
|
||||
continue; // Skip empty voxels
|
||||
}
|
||||
|
||||
// Build a bounding box for this voxel
|
||||
Vector3 position = new(x, y, z);
|
||||
BoundingBox box = new(
|
||||
new Vector3(position.X - 0.5f, position.Y - 0.5f, position.Z - 0.5f),
|
||||
new Vector3(position.X + 0.5f, position.Y + 0.5f, position.Z + 0.5f)
|
||||
);
|
||||
|
||||
// Check ray-box collision
|
||||
var collision = GetRayCollisionBox(ray, box);
|
||||
if (collision.Hit && (collision.Distance < closestDistance))
|
||||
{
|
||||
closestDistance = collision.Distance;
|
||||
closestVoxelPosition = new Vector3(x, y, z);
|
||||
voxelFound = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the closest voxel if one was hit
|
||||
if (voxelFound)
|
||||
{
|
||||
voxels[(int)closestVoxelPosition.X,
|
||||
(int)closestVoxelPosition.Y,
|
||||
(int)closestVoxelPosition.Z] = false;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw all voxels
|
||||
for (var x = 0; x < WorldSize; x++)
|
||||
{
|
||||
for (var y = 0; y < WorldSize; y++)
|
||||
{
|
||||
for (var z = 0; z < WorldSize; z++)
|
||||
{
|
||||
if (!voxels[x, y, z])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Vector3 position = new(x, y, z);
|
||||
DrawModel(cubeModel, position, 1.0f, Color.Beige);
|
||||
DrawCubeWires(position, 1.0f, 1.0f, 1.0f, Color.Black);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw reference point for raycasting to delete blocks
|
||||
DrawCircle(GetScreenWidth() / 2, GetScreenHeight() / 2, 4, Color.Red);
|
||||
|
||||
DrawText("Left-click a voxel to remove it!", 10, 10, 20, Color.DarkGray);
|
||||
DrawText("WASD to move, mouse to look around", 10, 35, 10, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(cubeModel);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
|
||||
|
||||
DisableCursor(); // Lock mouse to window center
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BasicVoxel();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
246
Examples/Models/BoneSocket.cs
Normal file
246
Examples/Models/BoneSocket.cs
Normal file
|
|
@ -0,0 +1,246 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - bone socket
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2024-2025 iP (@ipzaur)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class BoneSocket : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int BoneSockets = 3;
|
||||
private const int BoneSocketHat = 0;
|
||||
private const int BoneSocketHandR = 1;
|
||||
private const int BoneSocketHandL = 2;
|
||||
|
||||
public string Name => "Models / Bone Socket";
|
||||
|
||||
public string Title => "raylib [models] example - bone socket";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model characterModel;
|
||||
private Model[] equipModel;
|
||||
private bool[] showEquip;
|
||||
private int animsCount;
|
||||
private int animIndex;
|
||||
private int animCurrentFrame;
|
||||
private unsafe ModelAnimation* modelAnimations;
|
||||
private int[] boneSocketIndex;
|
||||
private Vector3 position;
|
||||
private int angle;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load gltf model
|
||||
characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
|
||||
equipModel = new Model[BoneSockets]
|
||||
{
|
||||
LoadModel("resources/models/gltf/greenman_hat.glb"), // Index for the hat model is the same as BONE_SOCKET_HAT
|
||||
LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
|
||||
LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
|
||||
};
|
||||
|
||||
showEquip = new bool[3] { true, true, true }; // Toggle on/off equip
|
||||
|
||||
// Load gltf model animations
|
||||
animsCount = 0;
|
||||
animIndex = 0;
|
||||
animCurrentFrame = 0;
|
||||
modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animsCount);
|
||||
|
||||
// Indices of bones for sockets
|
||||
boneSocketIndex = new int[BoneSockets] { -1, -1, -1 };
|
||||
|
||||
// Search bones for sockets
|
||||
for (var i = 0; i < characterModel.Skeleton.BoneCount; i++)
|
||||
{
|
||||
var boneName = characterModel.Skeleton.Bones[i].NameToString();
|
||||
|
||||
if (boneName == "socket_hat")
|
||||
{
|
||||
boneSocketIndex[BoneSocketHat] = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (boneName == "socket_hand_R")
|
||||
{
|
||||
boneSocketIndex[BoneSocketHandR] = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (boneName == "socket_hand_L")
|
||||
{
|
||||
boneSocketIndex[BoneSocketHandL] = i;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
|
||||
angle = 0; // Set angle for rotate character
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.ThirdPerson);
|
||||
|
||||
// Rotate character
|
||||
if (IsKeyDown(KeyboardKey.F))
|
||||
{
|
||||
angle = (angle + 1) % 360;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.H))
|
||||
{
|
||||
angle = (360 + angle - 1) % 360;
|
||||
}
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KeyboardKey.T))
|
||||
{
|
||||
animIndex = (animIndex + 1) % animsCount;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.G))
|
||||
{
|
||||
animIndex = (animIndex + animsCount - 1) % animsCount;
|
||||
}
|
||||
|
||||
// Toggle shown of equip
|
||||
if (IsKeyPressed(KeyboardKey.One))
|
||||
{
|
||||
showEquip[BoneSocketHat] = !showEquip[BoneSocketHat];
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.Two))
|
||||
{
|
||||
showEquip[BoneSocketHandR] = !showEquip[BoneSocketHandR];
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.Three))
|
||||
{
|
||||
showEquip[BoneSocketHandL] = !showEquip[BoneSocketHandL];
|
||||
}
|
||||
|
||||
// Update model animation
|
||||
var anim = modelAnimations[animIndex];
|
||||
animCurrentFrame = (animCurrentFrame + 1) % anim.KeyFrameCount;
|
||||
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw character
|
||||
var characterRotate = QuaternionFromAxisAngle(new Vector3(0.0f, 1.0f, 0.0f), angle * DEG2RAD);
|
||||
characterModel.Transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.X, position.Y, position.Z));
|
||||
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
|
||||
DrawMesh(characterModel.Meshes[0], characterModel.Materials[1], characterModel.Transform);
|
||||
|
||||
// Draw equipments (hat, sword, shield)
|
||||
for (var i = 0; i < BoneSockets; i++)
|
||||
{
|
||||
if (!showEquip[i])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var transform = &anim.KeyframePoses[animCurrentFrame][boneSocketIndex[i]];
|
||||
var inRotation = characterModel.Skeleton.BindPose[boneSocketIndex[i]].Rotation;
|
||||
var outRotation = transform->Rotation;
|
||||
|
||||
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
||||
var rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
|
||||
var matrixTransform = QuaternionToMatrix(rotate);
|
||||
// Translate socket to its position in the current animation
|
||||
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->Translation.X, transform->Translation.Y, transform->Translation.Z));
|
||||
// Transform the socket using the transform of the character (angle and translate)
|
||||
matrixTransform = MatrixMultiply(matrixTransform, characterModel.Transform);
|
||||
|
||||
// Draw mesh at socket position with socket angle rotation
|
||||
DrawMesh(equipModel[i].Meshes[0], equipModel[i].Materials[1], matrixTransform);
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Use the T/G to switch animation", 10, 10, 20, Color.Gray);
|
||||
DrawText("Use the F/H to rotate character left/right", 10, 35, 20, Color.Gray);
|
||||
DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(modelAnimations, animsCount);
|
||||
UnloadModel(characterModel); // Unload character model and meshes/material
|
||||
|
||||
// Unload equipment model and meshes/material
|
||||
for (var i = 0; i < BoneSockets; i++)
|
||||
{
|
||||
UnloadModel(equipModel[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BoneSocket();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
592
Examples/Models/Decals.cs
Normal file
592
Examples/Models/Decals.cs
Normal file
|
|
@ -0,0 +1,592 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - decals
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Based on previous work by @mrdoob
|
||||
*
|
||||
* 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) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class Decals : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MaxDecals = 256;
|
||||
|
||||
public string Name => "Models / Decals";
|
||||
|
||||
public string Title => "raylib [models] example - decals";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D modelTexture;
|
||||
private BoundingBox modelBBox;
|
||||
private float decalSize;
|
||||
private float decalOffset;
|
||||
private Model placementCube;
|
||||
private Material decalMaterial;
|
||||
private Texture2D decalTexture;
|
||||
private bool showModel;
|
||||
private readonly List<Model> decalModels = new();
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.6f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load character model
|
||||
model = LoadModel("resources/models/obj/character.obj");
|
||||
|
||||
// Apply character skin
|
||||
modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
|
||||
SetTextureFilter(modelTexture, TextureFilter.Bilinear);
|
||||
model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = modelTexture;
|
||||
|
||||
modelBBox = GetMeshBoundingBox(model.Meshes[0]); // Get mesh bounding box
|
||||
|
||||
camera.Target = Vector3Lerp(modelBBox.Min, modelBBox.Max, 0.5f);
|
||||
camera.Position = modelBBox.Max * 1.0f;
|
||||
camera.Position.X *= 0.1f;
|
||||
|
||||
var modelSize = MathF.Min(
|
||||
MathF.Min(MathF.Abs(modelBBox.Max.X - modelBBox.Min.X), MathF.Abs(modelBBox.Max.Y - modelBBox.Min.Y)),
|
||||
MathF.Abs(modelBBox.Max.Z - modelBBox.Min.Z));
|
||||
|
||||
camera.Position = new Vector3(0.0f, modelBBox.Max.Y * 1.2f, modelSize * 3.0f);
|
||||
|
||||
decalSize = modelSize * 0.25f;
|
||||
decalOffset = 0.01f;
|
||||
|
||||
placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
|
||||
placementCube.Materials[0].Maps[0].Color = Color.Lime;
|
||||
|
||||
decalMaterial = LoadMaterialDefault();
|
||||
decalMaterial.Maps[0].Color = Color.Yellow;
|
||||
|
||||
var decalImage = LoadImage("resources/raylib_logo.png");
|
||||
ImageResizeNN(ref decalImage, decalImage.Width / 4, decalImage.Height / 4);
|
||||
decalTexture = LoadTextureFromImage(decalImage);
|
||||
UnloadImage(decalImage);
|
||||
|
||||
SetTextureFilter(decalTexture, TextureFilter.Bilinear);
|
||||
decalMaterial.Maps[(int)MaterialMapIndex.Diffuse].Texture = decalTexture;
|
||||
decalMaterial.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.RayWhite;
|
||||
|
||||
showModel = true;
|
||||
decalModels.Clear();
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MouseButton.Right))
|
||||
{
|
||||
UpdateCamera(ref camera, CameraMode.ThirdPerson);
|
||||
}
|
||||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = new();
|
||||
collision.Distance = float.MaxValue;
|
||||
collision.Hit = false;
|
||||
|
||||
// Get mouse ray
|
||||
var ray = GetScreenToWorldRay(GetMousePosition(), camera);
|
||||
|
||||
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
||||
var boxHitInfo = GetRayCollisionBox(ray, modelBBox);
|
||||
|
||||
RayCollision meshHitInfo = new();
|
||||
if (boxHitInfo.Hit && (decalModels.Count < MaxDecals))
|
||||
{
|
||||
// Check ray collision against model meshes
|
||||
for (var m = 0; m < model.MeshCount; m++)
|
||||
{
|
||||
// NOTE: We consider the model.transform for the collision check but
|
||||
// it can be checked against any transform Matrix, used when checking against same
|
||||
// model drawn multiple times with multiple transforms
|
||||
meshHitInfo = GetRayCollisionMesh(ray, model.Meshes[m], model.Transform);
|
||||
if (meshHitInfo.Hit)
|
||||
{
|
||||
// Save the closest hit mesh
|
||||
if (!collision.Hit || (collision.Distance > meshHitInfo.Distance))
|
||||
{
|
||||
collision = meshHitInfo;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (meshHitInfo.Hit)
|
||||
{
|
||||
collision = meshHitInfo;
|
||||
}
|
||||
}
|
||||
|
||||
// Add decal to mesh on hit point
|
||||
if (collision.Hit && IsMouseButtonPressed(MouseButton.Left) && (decalModels.Count < MaxDecals))
|
||||
{
|
||||
// Create the transformation to project the decal
|
||||
var origin = collision.Point + (collision.Normal * 1.0f);
|
||||
var splat = MatrixLookAt(collision.Point, origin, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
// Spin the placement around a bit
|
||||
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * GetRandomValue(-180, 180)));
|
||||
|
||||
var decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
|
||||
|
||||
if (decalMesh.VertexCount > 0)
|
||||
{
|
||||
var decalModel = LoadModelFromMesh(decalMesh);
|
||||
decalModel.Materials[0].Maps[0] = decalMaterial.Maps[0];
|
||||
decalModels.Add(decalModel);
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw the model at the origin and default scale
|
||||
if (showModel)
|
||||
{
|
||||
DrawModel(model, new Vector3(0.0f, 0.0f, 0.0f), 1.0f, Color.White);
|
||||
}
|
||||
|
||||
// Draw the decal models
|
||||
for (var i = 0; i < decalModels.Count; i++)
|
||||
{
|
||||
DrawModel(decalModels[i], Vector3.Zero, 1.0f, Color.White);
|
||||
}
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.Hit)
|
||||
{
|
||||
var origin = collision.Point + (collision.Normal * 1.0f);
|
||||
var splat = MatrixLookAt(collision.Point, origin, new Vector3(0, 1, 0));
|
||||
placementCube.Transform = MatrixInvert(splat);
|
||||
DrawModel(placementCube, Vector3.Zero, 1.0f, Fade(Color.White, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 10.0f);
|
||||
EndMode3D();
|
||||
|
||||
float yPos = 10;
|
||||
var x0 = GetScreenWidth() - 300.0f;
|
||||
var x1 = x0 + 100;
|
||||
var x2 = x1 + 100;
|
||||
|
||||
DrawText("Vertices", (int)x1, (int)yPos, 10, Color.Lime);
|
||||
DrawText("Triangles", (int)x2, (int)yPos, 10, Color.Lime);
|
||||
yPos += 15;
|
||||
|
||||
var vertexCount = 0;
|
||||
var triangleCount = 0;
|
||||
|
||||
for (var i = 0; i < model.MeshCount; i++)
|
||||
{
|
||||
vertexCount += model.Meshes[i].VertexCount;
|
||||
triangleCount += model.Meshes[i].TriangleCount;
|
||||
}
|
||||
|
||||
DrawText("Main model", (int)x0, (int)yPos, 10, Color.Lime);
|
||||
DrawText($"{vertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
|
||||
DrawText($"{triangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
|
||||
yPos += 15;
|
||||
|
||||
for (var i = 0; i < decalModels.Count; i++)
|
||||
{
|
||||
if (i == 20)
|
||||
{
|
||||
DrawText("...", (int)x0, (int)yPos, 10, Color.Lime);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
if (i < 20)
|
||||
{
|
||||
DrawText($"Decal #{i + 1}", (int)x0, (int)yPos, 10, Color.Lime);
|
||||
DrawText($"{decalModels[i].Meshes[0].VertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
|
||||
DrawText($"{decalModels[i].Meshes[0].TriangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
vertexCount += decalModels[i].Meshes[0].VertexCount;
|
||||
triangleCount += decalModels[i].Meshes[0].TriangleCount;
|
||||
}
|
||||
|
||||
DrawText("TOTAL", (int)x0, (int)yPos, 10, Color.Lime);
|
||||
DrawText($"{vertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
|
||||
DrawText($"{triangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
|
||||
yPos += 15;
|
||||
|
||||
DrawText("Hold RMB to move camera", 10, 430, 10, Color.Gray);
|
||||
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, Color.Gray);
|
||||
|
||||
// UI elements
|
||||
if (GuiButton(new Rectangle(10, screenHeight - 1000.0f, 100, 60), showModel ? "Hide Model" : "Show Model"))
|
||||
{
|
||||
showModel = !showModel;
|
||||
}
|
||||
|
||||
if (GuiButton(new Rectangle(10 + 110, screenHeight - 100.0f, 100, 60), "Clear Decals"))
|
||||
{
|
||||
// Clear decals, unload all decal models
|
||||
for (var i = 0; i < decalModels.Count; i++)
|
||||
{
|
||||
UnloadModel(decalModels[i]);
|
||||
}
|
||||
decalModels.Clear();
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(model);
|
||||
UnloadTexture(modelTexture);
|
||||
|
||||
// Unload decal models
|
||||
for (var i = 0; i < decalModels.Count; i++)
|
||||
{
|
||||
UnloadModel(decalModels[i]);
|
||||
}
|
||||
decalModels.Clear();
|
||||
|
||||
UnloadTexture(decalTexture);
|
||||
UnloadModel(placementCube);
|
||||
}
|
||||
|
||||
// Clip segment
|
||||
private static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
|
||||
{
|
||||
var d0 = Vector3.Dot(v0, p) - s;
|
||||
var d1 = Vector3.Dot(v1, p) - s;
|
||||
var s0 = d0 / (d0 - d1);
|
||||
|
||||
return Vector3.Lerp(v0, v1, s0);
|
||||
}
|
||||
|
||||
// Generate mesh decals for provided model
|
||||
private static unsafe Mesh GenMeshDecal(Model target, Matrix4x4 projection, float decalSize, float decalOffset)
|
||||
{
|
||||
// We're going to use these to build up our decal meshes
|
||||
var meshBuilders = new List<Vector3>[2] { new(), new() };
|
||||
|
||||
// We're going to need the inverse matrix
|
||||
var invProj = MatrixInvert(projection);
|
||||
|
||||
// We'll be flip-flopping between the two mesh builders
|
||||
// Reading from one and writing to the other, then swapping
|
||||
var mbIndex = 0;
|
||||
|
||||
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
|
||||
for (var meshIndex = 0; meshIndex < target.MeshCount; meshIndex++)
|
||||
{
|
||||
var mesh = target.Meshes[meshIndex];
|
||||
for (var tri = 0; tri < mesh.TriangleCount; tri++)
|
||||
{
|
||||
var vertices = new Vector3[3];
|
||||
|
||||
// The way we calculate the vertices of the mesh triangle
|
||||
// depend on whether the mesh vertices are indexed or not
|
||||
if (mesh.Indices == null)
|
||||
{
|
||||
for (var v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = new Vector3(
|
||||
mesh.Vertices[3 * 3 * tri + 3 * v + 0],
|
||||
mesh.Vertices[3 * 3 * tri + 3 * v + 1],
|
||||
mesh.Vertices[3 * 3 * tri + 3 * v + 2]
|
||||
);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = new Vector3(
|
||||
mesh.Vertices[3 * mesh.Indices[3 * tri + 0] + v],
|
||||
mesh.Vertices[3 * mesh.Indices[3 * tri + 1] + v],
|
||||
mesh.Vertices[3 * mesh.Indices[3 * tri + 2] + v]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Transform all 3 vertices of the triangle
|
||||
// and check if they are inside our decal box
|
||||
var insideCount = 0;
|
||||
for (var i = 0; i < 3; i++)
|
||||
{
|
||||
// To projection space
|
||||
var v = Vector3Transform(vertices[i], projection);
|
||||
|
||||
if ((MathF.Abs(v.X) < decalSize) || (MathF.Abs(v.Y) <= decalSize) || (MathF.Abs(v.Z) <= decalSize))
|
||||
{
|
||||
insideCount++;
|
||||
}
|
||||
|
||||
// We need to keep the transformed vertex
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
// If any of them are inside, we add the triangle - we'll clip it later
|
||||
if (insideCount > 0)
|
||||
{
|
||||
meshBuilders[mbIndex].Add(vertices[0]);
|
||||
meshBuilders[mbIndex].Add(vertices[1]);
|
||||
meshBuilders[mbIndex].Add(vertices[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clipping time! We need to clip against all 6 directions
|
||||
Vector3[] planes =
|
||||
{
|
||||
new(1, 0, 0),
|
||||
new(-1, 0, 0),
|
||||
new(0, 1, 0),
|
||||
new(0, -1, 0),
|
||||
new(0, 0, 1),
|
||||
new(0, 0, -1)
|
||||
};
|
||||
|
||||
for (var face = 0; face < 6; face++)
|
||||
{
|
||||
// Swap current model builder (so we read from the one we just wrote to)
|
||||
mbIndex = 1 - mbIndex;
|
||||
|
||||
var inMesh = meshBuilders[1 - mbIndex];
|
||||
var outMesh = meshBuilders[mbIndex];
|
||||
|
||||
// Reset write builder
|
||||
outMesh.Clear();
|
||||
|
||||
var s = 0.5f * decalSize;
|
||||
|
||||
for (var i = 0; i < inMesh.Count; i += 3)
|
||||
{
|
||||
Vector3 nV1, nV2, nV3, nV4;
|
||||
|
||||
var d1 = Vector3.Dot(inMesh[i + 0], planes[face]) - s;
|
||||
var d2 = Vector3.Dot(inMesh[i + 1], planes[face]) - s;
|
||||
var d3 = Vector3.Dot(inMesh[i + 2], planes[face]) - s;
|
||||
|
||||
var v1Out = d1 > 0;
|
||||
var v2Out = d2 > 0;
|
||||
var v3Out = d3 > 0;
|
||||
|
||||
// Calculate, how many vertices of the face lie outside of the clipping plane
|
||||
var total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
|
||||
|
||||
switch (total)
|
||||
{
|
||||
case 0:
|
||||
// The entire face lies inside of the plane, no clipping needed
|
||||
outMesh.Add(inMesh[i]);
|
||||
outMesh.Add(inMesh[i + 1]);
|
||||
outMesh.Add(inMesh[i + 2]);
|
||||
break;
|
||||
case 1:
|
||||
// One vertex lies outside of the plane, perform clipping
|
||||
if (v2Out)
|
||||
{
|
||||
nV1 = inMesh[i];
|
||||
nV2 = inMesh[i + 2];
|
||||
nV3 = ClipSegment(inMesh[i + 1], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh[i + 1], nV2, planes[face], s);
|
||||
|
||||
outMesh.Add(nV3); outMesh.Add(nV2); outMesh.Add(nV1);
|
||||
outMesh.Add(nV2); outMesh.Add(nV3); outMesh.Add(nV4);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (v1Out)
|
||||
{
|
||||
nV1 = inMesh[i + 1];
|
||||
nV2 = inMesh[i + 2];
|
||||
nV3 = ClipSegment(inMesh[i], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh[i], nV2, planes[face], s);
|
||||
}
|
||||
else // v3Out
|
||||
{
|
||||
nV1 = inMesh[i];
|
||||
nV2 = inMesh[i + 1];
|
||||
nV3 = ClipSegment(inMesh[i + 2], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh[i + 2], nV2, planes[face], s);
|
||||
}
|
||||
|
||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
||||
outMesh.Add(nV4); outMesh.Add(nV3); outMesh.Add(nV2);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
// Two vertices lies outside of the plane, perform clipping
|
||||
if (!v1Out)
|
||||
{
|
||||
nV1 = inMesh[i];
|
||||
nV2 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
||||
}
|
||||
|
||||
if (!v2Out)
|
||||
{
|
||||
nV1 = inMesh[i + 1];
|
||||
nV2 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
||||
}
|
||||
|
||||
if (!v3Out)
|
||||
{
|
||||
nV1 = inMesh[i + 2];
|
||||
nV2 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
||||
}
|
||||
break;
|
||||
default: // The entire face lies outside of the plane, so let's discard the corresponding vertices
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now we just need to re-transform the vertices
|
||||
var theMesh = meshBuilders[mbIndex];
|
||||
|
||||
// Allocate room for UVs
|
||||
if (theMesh.Count > 0)
|
||||
{
|
||||
var uvs = new Vector2[theMesh.Count];
|
||||
|
||||
for (var i = 0; i < theMesh.Count; i++)
|
||||
{
|
||||
var vert = theMesh[i];
|
||||
|
||||
// Calculate the UVs based on the projected coords
|
||||
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
|
||||
uvs[i] = new Vector2(vert.X / decalSize + 0.5f, vert.Y / decalSize + 0.5f);
|
||||
|
||||
// Tiny nudge in the normal direction so it renders properly over the mesh
|
||||
vert.Z -= decalOffset;
|
||||
|
||||
// From projection space to world space
|
||||
theMesh[i] = Vector3Transform(vert, invProj);
|
||||
}
|
||||
|
||||
// Decal model data ready, create the mesh and return it
|
||||
return BuildMesh(theMesh, uvs);
|
||||
}
|
||||
|
||||
// Return a blank mesh as there's nothing to add
|
||||
return new Mesh();
|
||||
}
|
||||
|
||||
// Build a Mesh from builder data
|
||||
private static unsafe Mesh BuildMesh(List<Vector3> builderVertices, Vector2[] uvs)
|
||||
{
|
||||
Mesh outMesh = new(builderVertices.Count, builderVertices.Count / 3);
|
||||
outMesh.AllocVertices();
|
||||
outMesh.AllocTexCoords();
|
||||
|
||||
var vertices = outMesh.VerticesAs<Vector3>();
|
||||
var texcoords = outMesh.TexCoordsAs<Vector2>();
|
||||
|
||||
for (var i = 0; i < builderVertices.Count; i++)
|
||||
{
|
||||
vertices[i] = builderVertices[i];
|
||||
texcoords[i] = uvs[i];
|
||||
}
|
||||
|
||||
UploadMesh(ref outMesh, false);
|
||||
|
||||
return outMesh;
|
||||
}
|
||||
|
||||
// Button UI element
|
||||
private static bool GuiButton(Rectangle rec, string label)
|
||||
{
|
||||
var bgColor = Color.Gray;
|
||||
var pressed = false;
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), rec))
|
||||
{
|
||||
bgColor = Color.LightGray;
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
pressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, Color.DarkGray);
|
||||
|
||||
var fontSize = 10;
|
||||
var textWidth = MeasureText(label, fontSize);
|
||||
|
||||
DrawText(label, (int)(rec.X + rec.Width * 0.5f - textWidth * 0.5f), (int)(rec.Y + rec.Height * 0.5f - fontSize * 0.5f), fontSize, Color.DarkGray);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Decals();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
148
Examples/Models/DirectionalBillboard.cs
Normal file
148
Examples/Models/DirectionalBillboard.cs
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - directional billboard
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2025 Robin (@RobinsAviary)
|
||||
* Killbot art by patvanmackelberg https://opengameart.org/content/killbot-8-directional under CC0
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class DirectionalBillboard : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Directional Billboard";
|
||||
|
||||
public string Title => "raylib [models] example - directional billboard";
|
||||
|
||||
private Camera3D camera;
|
||||
private Texture2D skillbot;
|
||||
private float animTimer;
|
||||
private uint anim;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Set up the camera
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 1.0f, 2.0f); // Starting position
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Target position
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Up vector
|
||||
camera.FovY = 45.0f; // FOV
|
||||
camera.Projection = CameraProjection.Perspective; // Projection type (Standard 3D perspective)
|
||||
|
||||
// Load billboard texture
|
||||
skillbot = LoadTexture("resources/skillbot.png");
|
||||
|
||||
// Timer to update animation
|
||||
animTimer = 0.0f;
|
||||
// Animation frame
|
||||
anim = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Update timer with delta time
|
||||
animTimer += GetFrameTime();
|
||||
|
||||
// Update frame index after a certain amount of time (half a second)
|
||||
if (animTimer > 0.5f)
|
||||
{
|
||||
animTimer = 0.0f;
|
||||
anim += 1;
|
||||
}
|
||||
|
||||
// Reset frame index to zero on overflow
|
||||
if (anim >= 4)
|
||||
{
|
||||
anim = 0;
|
||||
}
|
||||
|
||||
// Find the current direction frame based on the camera position to the billboard object
|
||||
var dir = (float)Math.Floor(((Vector2Angle(new Vector2(2.0f, 0.0f), new Vector2(camera.Position.X, camera.Position.Z)) / MathF.PI) * 4.0f) + 0.25f);
|
||||
|
||||
// Correct frame index if angle is negative
|
||||
if (dir < 0.0f)
|
||||
{
|
||||
dir = 8.0f - Math.Abs((int)dir);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw billboard pointing straight up to the sky, rotated relative to the camera and offset from the bottom
|
||||
DrawBillboardPro(camera, skillbot, new Rectangle(0.0f + (anim * 24.0f), 0.0f + (dir * 24.0f), 24.0f, 24.0f),
|
||||
Vector3.Zero, new Vector3(0.0f, 1.0f, 0.0f), Vector2.One, new Vector2(0.5f, 0.0f), 0, Color.White);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Render various variables for reference
|
||||
DrawText($"animation: {anim}", 10, 10, 20, Color.DarkGray);
|
||||
DrawText($"direction frame: {dir:0}", 10, 40, 20, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
// Unload billboard texture
|
||||
UnloadTexture(skillbot);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - directional billboard");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DirectionalBillboard();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
173
Examples/Models/LoadingM3d.cs
Normal file
173
Examples/Models/LoadingM3d.cs
Normal file
|
|
@ -0,0 +1,173 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - loading m3d
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* NOTES:
|
||||
* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
|
||||
* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
|
||||
*
|
||||
* 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) 2022-2025 bzt (@bztsrc)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class LoadingM3d : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Loading M3D";
|
||||
|
||||
public string Title => "raylib [models] example - loading m3d";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Vector3 position;
|
||||
private unsafe ModelAnimation* anims;
|
||||
private int animCount;
|
||||
private int animIndex;
|
||||
private float animCurrentFrame;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(1.5f, 1.5f, 1.5f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.4f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load model
|
||||
model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// Load animation data
|
||||
animCount = 0;
|
||||
anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
animIndex = 0; // Current animation playing
|
||||
animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
animIndex = (animIndex + 1) % animCount;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
animIndex = (animIndex + animCount - 1) % animCount;
|
||||
}
|
||||
|
||||
// Update model animation
|
||||
animCurrentFrame += 1.0f;
|
||||
if (animCurrentFrame >= anims[animIndex].KeyFrameCount)
|
||||
{
|
||||
animCurrentFrame = 0.0f;
|
||||
}
|
||||
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw 3d model with texture
|
||||
if (!IsKeyDown(KeyboardKey.Space))
|
||||
{
|
||||
DrawModel(model, position, 1.0f, Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw the animated skeleton
|
||||
DrawModelSkeleton(model.Skeleton, anims[animIndex].KeyframePoses[(int)animCurrentFrame], 1.0f, Color.Red);
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 10, 20, Color.LightGray);
|
||||
DrawText("Press SPACE to draw skeleton", 10, 40, 20, Color.Maroon);
|
||||
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
// Draw model skeleton
|
||||
private static unsafe void DrawModelSkeleton(ModelSkeleton skeleton, Transform* pose, float scale, Color color)
|
||||
{
|
||||
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
|
||||
// needed to workaround buggy models without a -1, a cube is always drawn at the origin
|
||||
for (var i = 0; i < skeleton.BoneCount - 1; i++)
|
||||
{
|
||||
// Display the frame-pose skeleton
|
||||
DrawCube(pose[i].Translation, scale * 0.05f, scale * 0.05f, scale * 0.05f, color);
|
||||
|
||||
if (skeleton.Bones[i].Parent >= 0)
|
||||
{
|
||||
DrawLine3D(pose[i].Translation, pose[skeleton.Bones[i].Parent].Translation, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading m3d");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LoadingM3d();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
246
Examples/Models/LoadingVox.cs
Normal file
246
Examples/Models/LoadingVox.cs
Normal file
|
|
@ -0,0 +1,246 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - loading vox
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 4.0, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2021-2025 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
using Examples.Shared;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class LoadingVox : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MaxVoxFiles = 4;
|
||||
private const int MaxLights = 4;
|
||||
|
||||
#if BROWSER
|
||||
private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Models / Loading VOX";
|
||||
|
||||
public string Title => "raylib [models] example - loading vox";
|
||||
|
||||
private static readonly string[] VoxFileNames =
|
||||
{
|
||||
"resources/models/vox/chr_knight.vox",
|
||||
"resources/models/vox/chr_sword.vox",
|
||||
"resources/models/vox/monu9.vox",
|
||||
"resources/models/vox/fez.vox"
|
||||
};
|
||||
|
||||
private Camera3D camera;
|
||||
private Model[] models;
|
||||
private int currentModel;
|
||||
private Vector3 modelpos;
|
||||
private Vector3 camerarot;
|
||||
private Shader shader;
|
||||
private Light[] lights;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load MagicaVoxel files
|
||||
models = new Model[MaxVoxFiles];
|
||||
|
||||
for (var i = 0; i < MaxVoxFiles; i++)
|
||||
{
|
||||
// Load VOX file and measure time
|
||||
var t0 = GetTime() * 1000.0;
|
||||
models[i] = LoadModel(VoxFileNames[i]);
|
||||
var t1 = GetTime() * 1000.0;
|
||||
|
||||
TraceLog(TraceLogLevel.Info, $"[{VoxFileNames[i]}] Model file loaded in {t1 - t0:0.000} ms");
|
||||
|
||||
// Compute model translation matrix to center model on draw position (0, 0 , 0)
|
||||
var bb = GetModelBoundingBox(models[i]);
|
||||
Vector3 center = new();
|
||||
center.X = bb.Min.X + ((bb.Max.X - bb.Min.X) / 2);
|
||||
center.Z = bb.Min.Z + ((bb.Max.Z - bb.Min.Z) / 2);
|
||||
|
||||
var matTranslate = MatrixTranslate(-center.X, 0, -center.Z);
|
||||
models[i].Transform = matTranslate;
|
||||
}
|
||||
|
||||
currentModel = 0;
|
||||
modelpos = new Vector3(0, 0, 0);
|
||||
camerarot = new Vector3(0, 0, 0);
|
||||
|
||||
// Load voxel shader
|
||||
shader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/voxel_lighting.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/voxel_lighting.fs"
|
||||
);
|
||||
|
||||
// Get some required shader locations
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
|
||||
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
||||
// no need to get the location again if using that uniform name
|
||||
//shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
|
||||
|
||||
// Ambient light level (some basic lighting)
|
||||
var ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
Raylib.SetShaderValue(shader, ambientLoc, new[] { 0.1f, 0.1f, 0.1f, 1.0f }, ShaderUniformDataType.Vec4);
|
||||
|
||||
// Assign out lighting shader to model
|
||||
for (var i = 0; i < MaxVoxFiles; i++)
|
||||
{
|
||||
for (var j = 0; j < models[i].MaterialCount; j++)
|
||||
{
|
||||
models[i].Materials[j].Shader = shader;
|
||||
}
|
||||
}
|
||||
|
||||
// Create lights
|
||||
lights = new Light[MaxLights];
|
||||
lights[0] = Rlights.CreateLight(0, LightType.Point, new Vector3(-20, 20, -20), Vector3.Zero, Color.Gray, shader);
|
||||
lights[1] = Rlights.CreateLight(1, LightType.Point, new Vector3(20, -20, 20), Vector3.Zero, Color.Gray, shader);
|
||||
lights[2] = Rlights.CreateLight(2, LightType.Point, new Vector3(-20, 20, 20), Vector3.Zero, Color.Gray, shader);
|
||||
lights[3] = Rlights.CreateLight(3, LightType.Point, new Vector3(20, -20, -20), Vector3.Zero, Color.Gray, shader);
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MouseButton.Middle))
|
||||
{
|
||||
var mouseDelta = GetMouseDelta();
|
||||
camerarot.X = mouseDelta.X * 0.05f;
|
||||
camerarot.Y = mouseDelta.Y * 0.05f;
|
||||
}
|
||||
else
|
||||
{
|
||||
camerarot.X = 0;
|
||||
camerarot.Y = 0;
|
||||
}
|
||||
|
||||
// Update camere movement, custom controls
|
||||
UpdateCameraPro(ref camera,
|
||||
new Vector3(
|
||||
(IsKeyDown(KeyboardKey.W) || IsKeyDown(KeyboardKey.Up) ? 0.1f : 0.0f) - (IsKeyDown(KeyboardKey.S) || IsKeyDown(KeyboardKey.Down) ? 0.1f : 0.0f), // Move forward-backward
|
||||
(IsKeyDown(KeyboardKey.D) || IsKeyDown(KeyboardKey.Right) ? 0.1f : 0.0f) - (IsKeyDown(KeyboardKey.A) || IsKeyDown(KeyboardKey.Left) ? 0.1f : 0.0f), // Move right-left
|
||||
0.0f), // Move up-down
|
||||
camerarot, // Camera rotation
|
||||
GetMouseWheelMove() * -2.0f); // Move to target (zoom)
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
currentModel = (currentModel + 1) % MaxVoxFiles;
|
||||
}
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
Raylib.SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], camera.Position, ShaderUniformDataType.Vec3);
|
||||
|
||||
// Update light values (actually, only enable/disable them)
|
||||
for (var i = 0; i < MaxLights; i++)
|
||||
{
|
||||
Rlights.UpdateLightValues(shader, lights[i]);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Draw 3D model
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(models[currentModel], modelpos, 1.0f, Color.White);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw spheres to show where the lights are
|
||||
for (var i = 0; i < MaxLights; i++)
|
||||
{
|
||||
if (lights[i].Enabled)
|
||||
{
|
||||
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
|
||||
}
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Display info
|
||||
DrawRectangle(10, 40, 340, 70, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(10, 40, 340, 70, Fade(Color.DarkBlue, 0.5f));
|
||||
DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, Color.Blue);
|
||||
DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, Color.Blue);
|
||||
DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, Color.Blue);
|
||||
DrawText($"VOX model file: {GetFileName(VoxFileNames[currentModel])}", 10, 10, 20, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
// Unload models data (GPU VRAM)
|
||||
for (var i = 0; i < MaxVoxFiles; i++)
|
||||
{
|
||||
UnloadModel(models[i]);
|
||||
}
|
||||
|
||||
UnloadShader(shader);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LoadingVox();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -30,8 +30,6 @@ public partial class MeshPicking : IExample
|
|||
|
||||
public string Title => "raylib [models] example - mesh picking";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Ray ray;
|
||||
private Model tower;
|
||||
|
|
|
|||
|
|
@ -79,8 +79,7 @@ public partial class ModelLoading : IExample
|
|||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
#if BROWSER
|
||||
// NOTE: Drag & drop file loading (IsFileDropped) is not available in the browser
|
||||
// host, so it is skipped here. The default model stays loaded.
|
||||
// NOTE: drag-and-drop model loading is not supported in the browser host; default loaded model is kept.
|
||||
#else
|
||||
// Load new models/textures on drag&drop
|
||||
if (IsFileDropped())
|
||||
|
|
|
|||
235
Examples/Models/PointRendering.cs
Normal file
235
Examples/Models/PointRendering.cs
Normal file
|
|
@ -0,0 +1,235 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - point rendering
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 5.0
|
||||
*
|
||||
* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2024-2025 Reese Gallagher (@satchelfrost)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
[ExcludeFromBrowser("rlEnablePointMode needs glPolygonMode, which OpenGL ES/WebGL lacks (renders as triangles)")]
|
||||
public partial class PointRendering : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MaxPoints = 10000000; // 10 million
|
||||
private const int MinPoints = 1000; // 1 thousand
|
||||
|
||||
public string Name => "Models / Point Rendering";
|
||||
|
||||
public string Title => "raylib [models] example - point rendering";
|
||||
|
||||
private static readonly Random Rand = new();
|
||||
|
||||
private Camera3D camera;
|
||||
private Vector3 position;
|
||||
private bool useDrawModelPoints;
|
||||
private bool numPointsChanged;
|
||||
private int numPoints;
|
||||
private Mesh mesh;
|
||||
private Model model;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
camera = new()
|
||||
{
|
||||
Position = new Vector3(3.0f, 3.0f, 3.0f),
|
||||
Target = new Vector3(0.0f, 0.0f, 0.0f),
|
||||
Up = new Vector3(0.0f, 1.0f, 0.0f),
|
||||
FovY = 45.0f,
|
||||
Projection = CameraProjection.Perspective
|
||||
};
|
||||
|
||||
position = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
useDrawModelPoints = true;
|
||||
numPointsChanged = false;
|
||||
numPoints = 1000;
|
||||
|
||||
mesh = GenMeshPoints(numPoints);
|
||||
model = LoadModelFromMesh(mesh);
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
useDrawModelPoints = !useDrawModelPoints;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.Up))
|
||||
{
|
||||
numPoints = (numPoints * 10 > MaxPoints) ? MaxPoints : numPoints * 10;
|
||||
numPointsChanged = true;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.Down))
|
||||
{
|
||||
numPoints = (numPoints / 10 < MinPoints) ? MinPoints : numPoints / 10;
|
||||
numPointsChanged = true;
|
||||
}
|
||||
|
||||
// Upload a different point cloud size
|
||||
if (numPointsChanged)
|
||||
{
|
||||
UnloadModel(model);
|
||||
mesh = GenMeshPoints(numPoints);
|
||||
model = LoadModelFromMesh(mesh);
|
||||
numPointsChanged = false;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// The new method only uploads the points once to the GPU
|
||||
if (useDrawModelPoints)
|
||||
{
|
||||
DrawModelPoints(model, position, 1.0f, Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
// The old method must continually draw the "points" (lines)
|
||||
for (var i = 0; i < numPoints; i++)
|
||||
{
|
||||
Vector3 pos = new(
|
||||
mesh.Vertices[i * 3 + 0],
|
||||
mesh.Vertices[i * 3 + 1],
|
||||
mesh.Vertices[i * 3 + 2]
|
||||
);
|
||||
Color color = new(
|
||||
mesh.Colors[i * 4 + 0],
|
||||
mesh.Colors[i * 4 + 1],
|
||||
mesh.Colors[i * 4 + 2],
|
||||
mesh.Colors[i * 4 + 3]
|
||||
);
|
||||
|
||||
DrawPoint3D(pos, color);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a unit sphere for reference
|
||||
DrawSphereWires(position, 1.0f, 10, 10, Color.Yellow);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw UI text
|
||||
DrawText($"Point Count: {numPoints}", 10, screenHeight - 50, 40, Color.White);
|
||||
DrawText("UP - Increase points", 10, 40, 20, Color.White);
|
||||
DrawText("DOWN - Decrease points", 10, 70, 20, Color.White);
|
||||
DrawText("SPACE - Drawing function", 10, 100, 20, Color.White);
|
||||
|
||||
if (useDrawModelPoints)
|
||||
{
|
||||
DrawText("Using: DrawModelPoints()", 10, 130, 20, Color.Green);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("Using: DrawPoint3D()", 10, 130, 20, Color.Red);
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(model);
|
||||
}
|
||||
|
||||
// Generate a spherical point cloud
|
||||
private static unsafe Mesh GenMeshPoints(int numPoints)
|
||||
{
|
||||
Mesh mesh = new(numPoints, 1);
|
||||
mesh.AllocVertices();
|
||||
mesh.AllocColors();
|
||||
|
||||
// REF: https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
||||
for (var i = 0; i < numPoints; i++)
|
||||
{
|
||||
var theta = MathF.PI * (float)Rand.NextDouble();
|
||||
var phi = 2.0f * MathF.PI * (float)Rand.NextDouble();
|
||||
var r = 10.0f * (float)Rand.NextDouble();
|
||||
|
||||
mesh.Vertices[i * 3 + 0] = r * MathF.Sin(theta) * MathF.Cos(phi);
|
||||
mesh.Vertices[i * 3 + 1] = r * MathF.Sin(theta) * MathF.Sin(phi);
|
||||
mesh.Vertices[i * 3 + 2] = r * MathF.Cos(theta);
|
||||
|
||||
var color = ColorFromHSV(r * 360.0f, 1.0f, 1.0f);
|
||||
|
||||
mesh.Colors[i * 4 + 0] = color.R;
|
||||
mesh.Colors[i * 4 + 1] = color.G;
|
||||
mesh.Colors[i * 4 + 2] = color.B;
|
||||
mesh.Colors[i * 4 + 3] = color.A;
|
||||
}
|
||||
|
||||
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
|
||||
UploadMesh(ref mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Draw a model points
|
||||
// WARNING: OpenGL ES 2.0 does not support point mode drawing
|
||||
private static void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
Rlgl.EnablePointMode();
|
||||
Rlgl.DisableBackfaceCulling();
|
||||
|
||||
DrawModel(model, position, scale, tint);
|
||||
|
||||
Rlgl.EnableBackfaceCulling();
|
||||
Rlgl.DisablePointMode();
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new PointRendering();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
122
Examples/Models/RotatingCube.cs
Normal file
122
Examples/Models/RotatingCube.cs
Normal file
|
|
@ -0,0 +1,122 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - rotating cube
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Jopestpe (@jopestpe)
|
||||
*
|
||||
* 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) 2025 Jopestpe (@jopestpe)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class RotatingCube : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Rotating Cube";
|
||||
|
||||
public string Title => "raylib [models] example - rotating cube";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private float rotation;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 3.0f, 3.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Load image to create texture for the cube
|
||||
model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||
var img = LoadImage("resources/cubicmap_atlas.png");
|
||||
var crop = ImageFromImage(img, new Rectangle(0, img.Height / 2.0f, img.Width / 2.0f, img.Height / 2.0f));
|
||||
texture = LoadTextureFromImage(crop);
|
||||
UnloadImage(img);
|
||||
UnloadImage(crop);
|
||||
|
||||
model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = texture;
|
||||
|
||||
rotation = 0.0f;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 1.0f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw model defining: position, size, rotation-axis, rotation (degrees), size, and tint-color
|
||||
DrawModelEx(model, new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.5f, 1.0f, 0.0f),
|
||||
rotation, new Vector3(1.0f, 1.0f, 1.0f), Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - rotating cube");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new RotatingCube();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -19,13 +19,18 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
[ExcludeFromBrowser("cubemap generation is too memory-heavy on web (upstream note)")]
|
||||
public partial class SkyboxDemo : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// GLSL version used for shaders (330 desktop, 100 web/GLES)
|
||||
#if BROWSER
|
||||
public const int GlslVersion = 100;
|
||||
#else
|
||||
public const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Models / Skybox Demo";
|
||||
|
||||
|
|
|
|||
163
Examples/Models/TesseractView.cs
Normal file
163
Examples/Models/TesseractView.cs
Normal file
|
|
@ -0,0 +1,163 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - tesseract view
|
||||
*
|
||||
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Timothy van der Valk (@arceryz) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2024-2025 Timothy van der Valk (@arceryz) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Raymath;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public partial class TesseractView : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Tesseract View";
|
||||
|
||||
public string Title => "raylib [models] example - tesseract view";
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
private Camera3D camera;
|
||||
|
||||
// Find the coordinates by setting XYZW to +-1
|
||||
private Vector4[] tesseract;
|
||||
|
||||
private float rotation;
|
||||
private Vector3[] transformed;
|
||||
private float[] wValues;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new Camera3D();
|
||||
camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 0.0f, 1.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 50.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera mode type
|
||||
|
||||
// Find the coordinates by setting XYZW to +-1
|
||||
tesseract = new Vector4[16]
|
||||
{
|
||||
new( 1, 1, 1, 1 ), new( 1, 1, 1, -1 ),
|
||||
new( 1, 1, -1, 1 ), new( 1, 1, -1, -1 ),
|
||||
new( 1, -1, 1, 1 ), new( 1, -1, 1, -1 ),
|
||||
new( 1, -1, -1, 1 ), new( 1, -1, -1, -1 ),
|
||||
new(-1, 1, 1, 1 ), new(-1, 1, 1, -1 ),
|
||||
new(-1, 1, -1, 1 ), new(-1, 1, -1, -1 ),
|
||||
new(-1, -1, 1, 1 ), new(-1, -1, 1, -1 ),
|
||||
new(-1, -1, -1, 1 ), new(-1, -1, -1, -1 ),
|
||||
};
|
||||
|
||||
rotation = 0.0f;
|
||||
transformed = new Vector3[16];
|
||||
wValues = new float[16];
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation = DEG2RAD * 45.0f * (float)GetTime();
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
Vector4 p = tesseract[i];
|
||||
|
||||
// Rotate the XW part of the vector
|
||||
Vector2 rotXW = Vector2Rotate(new Vector2(p.X, p.W), rotation);
|
||||
p.X = rotXW.X;
|
||||
p.W = rotXW.Y;
|
||||
|
||||
// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
|
||||
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
|
||||
float c = 3.0f / (3.0f - p.W);
|
||||
p.X = c * p.X;
|
||||
p.Y = c * p.Y;
|
||||
p.Z = c * p.Z;
|
||||
|
||||
// Split XYZ coordinate and W values later for drawing
|
||||
transformed[i] = new Vector3(p.X, p.Y, p.Z);
|
||||
wValues[i] = p.W;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
// Draw spheres to indicate the W value
|
||||
DrawSphere(transformed[i], MathF.Abs(wValues[i] * 0.1f), Color.Red);
|
||||
|
||||
for (int j = 0; j < 16; j++)
|
||||
{
|
||||
// Two lines are connected if they differ by 1 coordinate
|
||||
// This way we dont have to keep an edge list
|
||||
Vector4 v1 = tesseract[i];
|
||||
Vector4 v2 = tesseract[j];
|
||||
int diff = (v1.X == v2.X ? 1 : 0) + (v1.Y == v2.Y ? 1 : 0) + (v1.Z == v2.Z ? 1 : 0) + (v1.W == v2.W ? 1 : 0);
|
||||
|
||||
// Draw only differing by 1 coordinate and the lower index only (duplicate lines)
|
||||
if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], Color.Maroon);
|
||||
}
|
||||
}
|
||||
EndMode3D();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new TesseractView();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue