remove gltf example

This commit is contained in:
Tyler Bezera 2020-05-16 01:56:24 -07:00
parent 3161b74c32
commit cd0ce10888
3 changed files with 0 additions and 128 deletions

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/*******************************************************************************************
*
* raylib [models] example - Load 3d model with animations and play them
*
******************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Snowminx (@gamerfiend) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Snowminx (@gamerfiend) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <stdlib.h>
#include <stdio.h>
#include "raylib.h"
#include "raymath.h"
#define DEBUG_DRAW 1
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation gltf");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model2 = LoadModel("resources/models/MonsterScaled.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/MonsterScaled.glb", &animsCount);
int animFrameCounter = 0;
<<<<<<< HEAD
//bool isValid = IsModelAnimationValid(model2, anims[0]);
// if (!isValid) {
// 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);
// }
=======
bool isValid = IsModelAnimationValid(model2, anims[2]);
if (!isValid) {
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);
}
>>>>>>> 7b20e00596cfce39af3b9cb3503fe549575b25d8
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))
{
//animFrameCounter++;
//UpdateModelAnimation(model2, anims[0], animFrameCounter);
//if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
<<<<<<< HEAD
DrawModelEx(model2, position, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
=======
DrawModelEx(model2, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
>>>>>>> 7b20e00596cfce39af3b9cb3503fe549575b25d8
//Draw debug
if(DEBUG_DRAW)
{
for (int i = 0; i < model2.boneCount; i++)
{
//DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
DrawCube(Vector3Negate(model2.bindPose[i].translation), 0.05f, 0.05f, 0.05f, RED);
}
}
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("PRESS SPACE to PLAY GLTF MODEL ANIMATION", 10, 10, 20, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model2); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}