/******************************************************************************************* * * 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 static Raylib_cs.Raylib; namespace Examples.Models; public partial class LoadingGltf : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Models / Loading GLTF"; public string Title => "raylib [models] example - loading gltf"; 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(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"); position = new(0.0f, 0.0f, 0.0f); // Set model world position // Load model animations anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount); // Animation playing variables animIndex = 0; // Current animation playing animCurrentFrame = 0.0f; // Current animation frame } 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 = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount; UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame); //---------------------------------------------------------------------------------- // 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(); //---------------------------------------------------------------------------------- } public unsafe void Unload() { UnloadModelAnimations(anims, animCount); // Unload model animations data UnloadModel(model); // Unload model } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new LoadingGltf(); 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; } }