[rmodels] Added example for animation blending and fixed wrap issue for blend factor
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
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examples/models/models_animation_blending.c
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examples/models/models_animation_blending.c
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/*******************************************************************************************
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*
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* raylib [core] example - Model animation blending
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*
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* Example originally created with raylib 5.5
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*
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* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024 Kirandeep (@Kirandeep-Singh-Khehra)
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*
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* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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*
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********************************************************************************************/
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#include "raylib.h"
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#define clamp(x,a,b) ((x < a)? a : (x > b)? b : x)
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 Blending");
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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){ 8.0f, 8.0f, 8.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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Model characterModel = LoadModel("resources/models/gltf/robot.glb"); // Load character model
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// Load skinning shader
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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for (int i = 0; i < characterModel.materialCount; i++)
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{
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characterModel.materials[i].shader = skinningShader;
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}
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// Load gltf model animations
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int animsCount = 0;
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unsigned int animIndex0 = 0;
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unsigned int animIndex1 = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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float blendFactor = 0.5f;
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DisableCursor(); // Limit cursor to relative movement inside the window
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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, CAMERA_THIRD_PERSON);
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// Select current animation
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if (IsKeyPressed(KEY_T)) animIndex0 = (animIndex0 + 1)%animsCount;
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else if (IsKeyPressed(KEY_G)) animIndex0 = (animIndex0 + animsCount - 1)%animsCount;
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if (IsKeyPressed(KEY_Y)) animIndex1 = (animIndex1 + 1)%animsCount;
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else if (IsKeyPressed(KEY_H)) animIndex1 = (animIndex1 + animsCount - 1)%animsCount;
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// Select blend factor
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if (IsKeyPressed(KEY_U)) blendFactor = clamp(blendFactor - 0.1, 0.0f, 1.0f);
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else if (IsKeyPressed(KEY_J)) blendFactor = clamp(blendFactor + 0.1, 0.0f, 1.0f);
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// Update animation
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animCurrentFrame++;
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// Update bones
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// Note: Same animation frame index is used below. By default it loops both animations
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UpdateModelAnimationBonesWithBlending(characterModel, modelAnimations[animIndex0], animCurrentFrame, modelAnimations[animIndex1], animCurrentFrame, blendFactor);
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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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// Draw character mesh, pose calculation is done in shader (GPU skinning)
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for (int i = 0; i < characterModel.meshCount; i++)
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{
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DrawMesh(characterModel.meshes[i], characterModel.materials[characterModel.meshMaterial[i]], characterModel.transform);
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use the U/J Arrow to adjust blend factor", 10, 10, 20, GRAY);
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DrawText("Use the T/G to switch animation", 10, 30, 20, GRAY);
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DrawText("Use the Y/H to switch animation", 10, 50, 20, GRAY);
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DrawText(TextFormat("Animations: %s, %s", modelAnimations[animIndex0].name, modelAnimations[animIndex1].name), 10, 70, 20, BLACK);
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DrawText(TextFormat("Blend Factor: %f", blendFactor), 10, 86, 20, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
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UnloadModel(characterModel); // Unload model and meshes/material
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UnloadShader(skinningShader); // Unload GPU skinning shader
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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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@ -2315,7 +2315,7 @@ void UpdateModelAnimationBonesWithBlending(Model model, ModelAnimation animA, in
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{
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{
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if ((animA.frameCount > 0) && (animA.bones != NULL) && (animA.framePoses != NULL) &&
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if ((animA.frameCount > 0) && (animA.bones != NULL) && (animA.framePoses != NULL) &&
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(animB.frameCount > 0) && (animB.bones != NULL) && (animB.framePoses != NULL) &&
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(animB.frameCount > 0) && (animB.bones != NULL) && (animB.framePoses != NULL) &&
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(blendFactor >= 0.0f) && (blendFactor <= 1.0))
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(blendFactor >= 0.0f) && (blendFactor <= 1.0f))
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{
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{
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frameA = frameA % animA.frameCount;
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frameA = frameA % animA.frameCount;
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frameB = frameB % animB.frameCount;
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frameB = frameB % animB.frameCount;
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