remove gltf example
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/*******************************************************************************************
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*
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* raylib [models] example - Load 3d model with animations and play them
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*
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******************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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* This example has been created using raylib 3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Snowminx (@gamerfiend) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2020 Snowminx (@gamerfiend) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <stdlib.h>
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#include <stdio.h>
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#include "raylib.h"
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#include "raymath.h"
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#define DEBUG_DRAW 1
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation gltf");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (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.type = CAMERA_PERSPECTIVE; // Camera mode type
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Model model2 = LoadModel("resources/models/MonsterScaled.glb");
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load animation data
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int animsCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/models/MonsterScaled.glb", &animsCount);
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int animFrameCounter = 0;
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<<<<<<< HEAD
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//bool isValid = IsModelAnimationValid(model2, anims[0]);
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// if (!isValid) {
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// printf("\n\n\n\nModel Bone Count: %i, Animation Bone Count: %i, Animation Count: %i\n\n\n\n", model2.boneCount, anims[2].boneCount, animsCount);
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// }
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=======
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bool isValid = IsModelAnimationValid(model2, anims[2]);
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if (!isValid) {
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printf("\n\n\n\nModel Bone Count: %i, Animation Bone Count: %i, Animation Count: %i\n\n\n\n", model2.boneCount, anims[2].boneCount, animsCount);
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}
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>>>>>>> 7b20e00596cfce39af3b9cb3503fe549575b25d8
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_SPACE))
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{
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//animFrameCounter++;
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//UpdateModelAnimation(model2, anims[0], animFrameCounter);
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//if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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<<<<<<< HEAD
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DrawModelEx(model2, position, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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=======
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DrawModelEx(model2, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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>>>>>>> 7b20e00596cfce39af3b9cb3503fe549575b25d8
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//Draw debug
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if(DEBUG_DRAW)
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{
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for (int i = 0; i < model2.boneCount; i++)
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{
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//DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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DrawCube(Vector3Negate(model2.bindPose[i].translation), 0.05f, 0.05f, 0.05f, RED);
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}
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}
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("PRESS SPACE to PLAY GLTF MODEL ANIMATION", 10, 10, 20, MAROON);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// Unload model animations data
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for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model2); // Unload model
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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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