loading m3d
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//! raylib [models] example - loading m3d
//!
//! Zig-API translation of examples/models/models_loading_m3d.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2022-2025 bzt (@bztsrc)
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 m3d");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera: rl.Camera = .{
.position = .{ .x = 1.5, .y = 1.5, .z = 1.5 }, // Camera position
.target = .{ .x = 0.0, .y = 0.4, .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/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
defer rl.unloadModel(model);
const position: rl.Vector3 = .{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
// Load animation data
const anims = try rl.loadModelAnimations("resources/models/m3d/cesium_man.m3d");
defer rl.unloadModelAnimations(anims);
// Animation playing variables
var anim_index: usize = 0; // Current animation playing
var anim_current_frame: f32 = 0.0; // Current animation frame (supporting interpolated frames)
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 += 1.0;
if (anim_current_frame >= @as(f32, @floatFromInt(anim.keyframeCount))) anim_current_frame = 0.0;
rl.updateModelAnimation(model, anim, anim_current_frame);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
// Draw 3d model with texture
if (!rl.isKeyDown(.space)) {
rl.drawModel(model, position, 1.0, .white);
} else {
// Draw the animated skeleton
const frame: usize = @intFromFloat(anim_current_frame);
drawModelSkeleton(model.skeleton, anim.keyframePoses.?[frame], 1.0, .red);
}
rl.drawGrid(10, 1.0);
}
rl.drawText(rl.textFormat("Current animation: {s}", .{anim.nameSlice()}), 10, 10, 20, .light_gray);
rl.drawText("Press SPACE to draw skeleton", 10, 40, 20, .maroon);
rl.drawText("(c) CesiumMan model by KhronosGroup", rl.getScreenWidth() - 210, rl.getScreenHeight() - 20, 10, .gray);
}
}
/// Draw model skeleton
fn drawModelSkeleton(skeleton: rl.ModelSkeleton, pose: rl.ModelAnimPose, scale: f32, color: rl.Color) void {
const bone_count = skeleton.boneCount - 1;
const transforms = pose.?[0..skeleton.boneCount];
// Skip the last bone because it is a special "no bone" bone,
// needed to workaround buggy models without a -1, a cube is always drawn at the origin
for (skeleton.bones.?[0..bone_count], transforms[0..bone_count]) |bone, transform| {
// Display the frame-pose skeleton
rl.drawCube(transform.translation, scale * 0.05, scale * 0.05, scale * 0.05, color);
if (bone.parent >= 0) {
rl.drawLine3D(transform.translation, transforms[@intCast(bone.parent)].translation, color);
}
}
}/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading m3d");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.4f, 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/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", &animCount);
// Animation playing variables
unsigned int animIndex = 0; // Current animation playing
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
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 += 1.0f;
if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f;
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw 3d model with texture
if (!IsKeyDown(KEY_SPACE)) DrawModel(model, position, 1.0f, WHITE);
else
{
// Draw the animated skeleton
DrawModelSkeleton(model.skeleton, anims[animIndex].keyframePoses[(int)animCurrentFrame], 1.0f, RED);
}
DrawGrid(10, 1.0f);
EndMode3D();
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, LIGHTGRAY);
DrawText("Press SPACE to draw skeleton", 10, 40, 20, MAROON);
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animations data
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Draw model skeleton
static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose 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 (unsigned int 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);
}
}
}From raylib 6.2. The original on GitHub.