/******************************************************************************************* * * 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; } }