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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 - 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;
}
}