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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

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tiger tiger tiger 2026-07-17 08:22:54 +02:00
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/*******************************************************************************************
*
* raylib [models] example - animation blend custom
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 6.0
*
* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
*
* DETAILS: Example demonstrates per-bone animation blending, allowing smooth transitions
* between two animations by interpolating bone transforms. This is useful for:
* - Blending movement animations (walk/run) with action animations (jump/attack)
* - Creating smooth animation transitions
* - Layering animations (e.g., upper body attack while lower body walks)
*
* 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) 2026 dmitrii-brand (@dmitrii-brand)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Models;
public partial class AnimationBlendCustom : 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 Blend Custom";
public string Title => "raylib [models] example - animation blend custom";
private Camera3D camera;
private Model model;
private Vector3 position;
private Shader skinningShader;
private unsafe ModelAnimation* anims;
private int animCount;
private int animIndex0;
private int animIndex1;
private int animCurrentFrame0;
private int animCurrentFrame1;
private bool upperBodyBlend;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // 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");
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
// Load skinning shader
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
// if not enabled, CPU skinning will be used instead
skinningShader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/skinning.vs",
$"resources/shaders/glsl{GlslVersion}/skinning.fs"
);
model.Materials[1].Shader = skinningShader;
// Load gltf model animations
animCount = 0;
anims = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animCount);
// Use specific animation indices: 2-walk/move, 3-attack
animIndex0 = 2; // Walk/Move animation (index 2)
animIndex1 = 3; // Attack animation (index 3)
animCurrentFrame0 = 0;
animCurrentFrame1 = 0;
// Validate indices
if (animIndex0 >= animCount)
{
animIndex0 = 0;
}
if (animIndex1 >= animCount)
{
animIndex1 = (animCount > 1) ? 1 : 0;
}
upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
// Toggle upper/lower body blending mode (SPACE key)
if (IsKeyPressed(KeyboardKey.Space))
{
upperBodyBlend = !upperBodyBlend;
}
// Update animation frames
var anim0 = anims[animIndex0];
var anim1 = anims[animIndex1];
animCurrentFrame0 = (animCurrentFrame0 + 1) % anim0.KeyFrameCount;
animCurrentFrame1 = (animCurrentFrame1 + 1) % anim1.KeyFrameCount;
// Blend the two animations
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
var blendFactor = upperBodyBlend ? 1.0f : 0.5f;
UpdateModelAnimationBones(anim0, animCurrentFrame0, anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
// raylib provided animation blending function
//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
// anim1, (float)animCurrentFrame1, blendFactor);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, Color.White);
DrawGrid(10, 1.0f);
EndMode3D();
// Draw UI
DrawText($"ANIM 0: {anim0.NameToString()}", 10, 10, 20, Color.Gray);
DrawText($"ANIM 1: {anim1.NameToString()}", 10, 40, 20, Color.Gray);
DrawText($"[SPACE] Toggle blending mode: {(upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending")}",
10, GetScreenHeight() - 30, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public unsafe void Unload()
{
UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
}
// Check if a bone is part of upper body (for selective blending)
private static bool IsUpperBodyBone(string boneName)
{
// Common upper body bone names (adjust based on your model)
if (boneName is "spine" or "spine1" or "spine2" or
"chest" or "upperChest" or
"neck" or "head" or
"shoulder" or "shoulder_L" or "shoulder_R" or
"upperArm" or "upperArm_L" or "upperArm_R" or
"lowerArm" or "lowerArm_L" or "lowerArm_R" or
"hand" or "hand_L" or "hand_R" or
"clavicle" or "clavicle_L" or "clavicle_R")
{
return true;
}
// Check if bone name contains upper body keywords
if (boneName.Contains("spine") || boneName.Contains("chest") ||
boneName.Contains("neck") || boneName.Contains("head") ||
boneName.Contains("shoulder") || boneName.Contains("arm") ||
boneName.Contains("hand") || boneName.Contains("clavicle"))
{
return true;
}
return false;
}
// Blend two animations per-bone with selective upper/lower body blending
private unsafe void UpdateModelAnimationBones(ModelAnimation anim0, int frame0,
ModelAnimation anim1, int frame1, float blend, bool upperBodyBlend)
{
// Validate inputs
if ((anim0.BoneCount != 0) && (anim0.KeyframePoses != null) &&
(anim1.BoneCount != 0) && (anim1.KeyframePoses != null) &&
(model.Skeleton.BoneCount != 0) && (model.Skeleton.BindPose != null))
{
// Clamp blend factor to [0, 1]
blend = MathF.Min(1.0f, MathF.Max(0.0f, blend));
// Ensure frame indices are valid
if (frame0 >= anim0.KeyFrameCount)
{
frame0 = anim0.KeyFrameCount - 1;
}
if (frame1 >= anim1.KeyFrameCount)
{
frame1 = anim1.KeyFrameCount - 1;
}
if (frame0 < 0)
{
frame0 = 0;
}
if (frame1 < 0)
{
frame1 = 0;
}
// Get bone count (use minimum of all to be safe)
var boneCount = model.Skeleton.BoneCount;
if (anim0.BoneCount < boneCount)
{
boneCount = anim0.BoneCount;
}
if (anim1.BoneCount < boneCount)
{
boneCount = anim1.BoneCount;
}
// Blend each bone
for (var boneIndex = 0; boneIndex < boneCount; boneIndex++)
{
// Determine blend factor for this bone
var boneBlendFactor = blend;
// If upper body blending is enabled, use different blend factors for upper vs lower body
if (upperBodyBlend)
{
var boneName = model.Skeleton.Bones[boneIndex].NameToString();
var isUpperBody = IsUpperBodyBone(boneName);
// Upper body: use anim1 (attack), Lower body: use anim0 (walk)
// blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack)
if (isUpperBody)
{
boneBlendFactor = blend; // Upper body: blend towards anim1 (attack)
}
else
{
boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend
}
}
// Get transforms from both animations
var bindTransform = model.Skeleton.BindPose[boneIndex];
var animTransform0 = anim0.KeyframePoses[frame0][boneIndex];
var animTransform1 = anim1.KeyframePoses[frame1][boneIndex];
// Blend the transforms
Transform blended = new();
blended.Translation = Vector3Lerp(animTransform0.Translation, animTransform1.Translation, boneBlendFactor);
blended.Rotation = QuaternionSlerp(animTransform0.Rotation, animTransform1.Rotation, boneBlendFactor);
blended.Scale = Vector3Lerp(animTransform0.Scale, animTransform1.Scale, boneBlendFactor);
// Convert bind pose to matrix
var bindMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(bindTransform.Scale.X, bindTransform.Scale.Y, bindTransform.Scale.Z),
QuaternionToMatrix(bindTransform.Rotation)),
MatrixTranslate(bindTransform.Translation.X, bindTransform.Translation.Y, bindTransform.Translation.Z));
// Convert blended transform to matrix
var blendedMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(blended.Scale.X, blended.Scale.Y, blended.Scale.Z),
QuaternionToMatrix(blended.Rotation)),
MatrixTranslate(blended.Translation.X, blended.Translation.Y, blended.Translation.Z));
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
model.BoneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
}
// CPU skinning, updates CPU buffers and uploads them to GPU (if available)
// NOTE: Fallback in case GPU skinning is not supported or enabled
for (var m = 0; m < model.MeshCount; m++)
{
var mesh = model.Meshes[m];
Vector3 animVertex;
Vector3 animNormal;
var vertexValuesCount = mesh.VertexCount * 3;
var boneCounter = 0;
var bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
// Skip if missing bone data or missing anim buffers initialization
if ((mesh.BoneWeights == null) || (mesh.BoneIndices == null) ||
(mesh.AnimVertices == null) || (mesh.AnimNormals == null))
{
continue;
}
for (var vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
{
mesh.AnimVertices[vCounter] = 0;
mesh.AnimVertices[vCounter + 1] = 0;
mesh.AnimVertices[vCounter + 2] = 0;
if (mesh.AnimNormals != null)
{
mesh.AnimNormals[vCounter] = 0;
mesh.AnimNormals[vCounter + 1] = 0;
mesh.AnimNormals[vCounter + 2] = 0;
}
// Iterates over 4 bones per vertex
for (var j = 0; j < 4; j++, boneCounter++)
{
var boneWeight = mesh.BoneWeights[boneCounter];
var boneIndex = mesh.BoneIndices[boneCounter];
// Early stop when no transformation will be applied
if (boneWeight == 0.0f)
{
continue;
}
animVertex = new Vector3(mesh.Vertices[vCounter], mesh.Vertices[vCounter + 1], mesh.Vertices[vCounter + 2]);
animVertex = Vector3Transform(animVertex, model.BoneMatrices[boneIndex]);
mesh.AnimVertices[vCounter] += animVertex.X * boneWeight;
mesh.AnimVertices[vCounter + 1] += animVertex.Y * boneWeight;
mesh.AnimVertices[vCounter + 2] += animVertex.Z * boneWeight;
bufferUpdateRequired = true;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
if ((mesh.Normals != null) && (mesh.AnimNormals != null))
{
animNormal = new Vector3(mesh.Normals[vCounter], mesh.Normals[vCounter + 1], mesh.Normals[vCounter + 2]);
animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.BoneMatrices[boneIndex])));
mesh.AnimNormals[vCounter] += animNormal.X * boneWeight;
mesh.AnimNormals[vCounter + 1] += animNormal.Y * boneWeight;
mesh.AnimNormals[vCounter + 2] += animNormal.Z * boneWeight;
}
}
}
if (bufferUpdateRequired)
{
// Update GPU vertex buffers with updated data (position + normals)
Rlgl.UpdateVertexBuffer(mesh.VboId[(int)ShaderLocationIndex.VertexPosition], mesh.AnimVertices, mesh.VertexCount * 3 * sizeof(float), 0);
if (mesh.Normals != null)
{
Rlgl.UpdateVertexBuffer(mesh.VboId[(int)ShaderLocationIndex.VertexNormal], mesh.AnimNormals, mesh.VertexCount * 3 * sizeof(float), 0);
}
}
}
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blend custom");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new AnimationBlendCustom();
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;
}
}