feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Models/LoadingM3d.cs
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173
Examples/Models/LoadingM3d.cs
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/*******************************************************************************************
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*
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* raylib [models] example - loading m3d
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
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*
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* NOTES:
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* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
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* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
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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) 2022-2025 bzt (@bztsrc)
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*
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********************************************************************************************/
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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 LoadingM3d : 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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public string Name => "Models / Loading M3D";
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public string Title => "raylib [models] example - loading m3d";
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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 unsafe ModelAnimation* anims;
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private int animCount;
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private int animIndex;
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private float animCurrentFrame;
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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(1.5f, 1.5f, 1.5f); // Camera position
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camera.Target = new Vector3(0.0f, 0.4f, 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 model
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model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
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position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
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// Load animation data
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animCount = 0;
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anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", ref animCount);
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// Animation playing variables
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animIndex = 0; // Current animation playing
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animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
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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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// Select current animation
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if (IsKeyPressed(KeyboardKey.Right))
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{
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animIndex = (animIndex + 1) % animCount;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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animIndex = (animIndex + animCount - 1) % animCount;
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}
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// Update model animation
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animCurrentFrame += 1.0f;
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if (animCurrentFrame >= anims[animIndex].KeyFrameCount)
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{
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animCurrentFrame = 0.0f;
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}
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UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
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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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// Draw 3d model with texture
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if (!IsKeyDown(KeyboardKey.Space))
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{
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DrawModel(model, position, 1.0f, Color.White);
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}
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else
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{
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// Draw the animated skeleton
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DrawModelSkeleton(model.Skeleton, anims[animIndex].KeyframePoses[(int)animCurrentFrame], 1.0f, Color.Red);
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 10, 20, Color.LightGray);
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DrawText("Press SPACE to draw skeleton", 10, 40, 20, Color.Maroon);
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DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, Color.Gray);
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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 animations data
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UnloadModel(model); // Unload model
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}
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// Draw model skeleton
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private static unsafe void DrawModelSkeleton(ModelSkeleton skeleton, Transform* pose, float scale, Color color)
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{
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// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
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// needed to workaround buggy models without a -1, a cube is always drawn at the origin
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for (var i = 0; i < skeleton.BoneCount - 1; i++)
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{
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// Display the frame-pose skeleton
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DrawCube(pose[i].Translation, scale * 0.05f, scale * 0.05f, scale * 0.05f, color);
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if (skeleton.Bones[i].Parent >= 0)
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{
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DrawLine3D(pose[i].Translation, pose[skeleton.Bones[i].Parent].Translation, color);
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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 - loading m3d");
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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 LoadingM3d();
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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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