loading gltf
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//! raylib [models] example - loading gltf
//!
//! Zig-API translation of examples/models/models_loading_gltf.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
const std = @import("std");
const rl = @import("raylib");
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [models] example - loading gltf");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera: rl.Camera = .{
.position = .{ .x = 6.0, .y = 6.0, .z = 6.0 }, // Camera position
.target = .{ .x = 0.0, .y = 2.0, .z = 0.0 }, // Camera looking at point
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
// Load model
const model = try rl.loadModel("resources/models/gltf/robot.glb");
defer rl.unloadModel(model);
const position: rl.Vector3 = .{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model world position
// Load model animations
const anims = try rl.loadModelAnimations("resources/models/gltf/robot.glb");
defer rl.unloadModelAnimations(anims);
// Animation playing variables
var anim_index: usize = 0; // Current animation playing
var anim_current_frame: u32 = 0; // Current animation frame
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
rl.updateCamera(&camera, .orbital);
// Select current animation
if (rl.isKeyPressed(.right)) {
anim_index = (anim_index + 1) % anims.len;
} else if (rl.isKeyPressed(.left)) {
anim_index = (anim_index + anims.len - 1) % anims.len;
}
// Update model animation
const anim = anims[anim_index];
anim_current_frame = (anim_current_frame + 1) % @as(u32, @intCast(anim.keyframeCount));
rl.updateModelAnimation(model, anim, @floatFromInt(anim_current_frame));
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
rl.drawModel(model, position, 1.0, .white);
rl.drawGrid(10, 1.0);
}
rl.drawText(rl.textFormat("Current animation: {s}", .{anim.nameSlice()}), 10, 40, 20, .maroon);
rl.drawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, .gray);
}
}/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load model
Model model = LoadModel("resources/models/gltf/robot.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
// Load model animations
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount);
// Animation playing variables
unsigned int animIndex = 0; // Current animation playing
unsigned int animCurrentFrame = 0; // Current animation frame
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, CAMERA_ORBITAL);
// Select current animation
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
// Update model animation
animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 40, 20, MAROON);
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animations data
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
From raylib 6.2. The original on GitHub.