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Fixing the Mesh struct

This commit is contained in:
Meatcorps 2026-05-21 11:15:25 +02:00
commit 94dda71bcf
5 changed files with 137 additions and 1 deletions

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@ -0,0 +1,123 @@
/*******************************************************************************************
*
* raylib [models] example - loading gltf
*
* Example complexity rating: [] 1/4
*
* LIMITATIONS:
* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
* - Only supports linear interpolation (default method in Blender when checked
* "Always Sample Animations" when exporting a GLTF file)
* - Only supports translation/rotation/scale animation channel.path,
* weights not considered (i.e. morph targets)
*
* Example originally created with raylib 3.7, last time updated with raylib 4.2
*
* 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) 2020-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using System.Runtime.InteropServices;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public class LoadingGltf
{
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(6.0f, 6.0f, 6.0f);
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
Model model = LoadModel("resources/models/gltf/robot.glb");
Vector3 position = new(0.0f, 0.0f, 0.0f);
// Load animation data
var anims = LoadModelAnimations("resources/models/gltf/robot.glb");
// Animation playing variables
int animIndex = 0;
float animCurrentFrame = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
if (IsKeyPressed(KeyboardKey.Right))
{
animIndex = (animIndex + 1)%anims.Length;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
animIndex = (animIndex + anims.Length - 1)%anims.Length;
}
// Update model animation
animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].KeyFrameCount;
UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
if (animCurrentFrame >= anims[0].KeyFrameCount)
{
animCurrentFrame = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawModel(
model,
position,
1f,
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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims);
UnloadModel(model);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -64,7 +64,7 @@ public class ModelLoading
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
UpdateCamera(ref camera, CameraMode.Orbital);
if (IsFileDropped())
{