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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:47:38 +02:00
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/*******************************************************************************************
*
* raylib [models] example - animation blending
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 6.0
*
* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) 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) 2024-2026 Kirandeep (@Kirandeep-Singh-Khehra) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
// NOTE: The upstream example uses raygui for its UI controls (dropdowns, sliders, progress bars).
// 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 AnimationBlending : 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 Blending";
public string Title => "raylib [models] example - animation blending";
private Camera3D camera;
private Model model;
private Vector3 position;
private Shader skinningShader;
private unsafe ModelAnimation* anims;
private int animCount;
private int currentAnimPlaying;
private int nextAnimToPlay;
private bool animTransition;
private int animIndex0;
private float animCurrentFrame0;
private float animFrameSpeed0;
private int animIndex1;
private float animCurrentFrame1;
private float animFrameSpeed1;
private float animBlendFactor;
private float animBlendTime;
private float animBlendTimeCounter;
private bool animPause;
private string[] animNames;
private bool dropdownEditMode0;
private bool dropdownEditMode1;
private float animFrameProgress0;
private float animFrameProgress1;
private float animBlendProgress;
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"); // 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;
}
}