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			177 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [core] example - Using bones as socket for calculating the positioning of something
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| * 
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| *   Example originally created with raylib 4.5, last time updated with raylib 4.5
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| *
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| *   Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
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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 iP (@ipzaur)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include "raymath.h"
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| 
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| #define BONE_SOCKETS        3
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| #define BONE_SOCKET_HAT     0
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| #define BONE_SOCKET_HAND_R  1
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| #define BONE_SOCKET_HAND_L  2
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| 
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
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| 
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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){ 5.0f, 5.0f, 5.0f }; // 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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| 
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|     // Load gltf model
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|     Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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|     Model equipModel[BONE_SOCKETS] = {
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|         LoadModel("resources/models/gltf/greenman_hat.glb"),    // Index for the hat model is the same as BONE_SOCKET_HAT
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|         LoadModel("resources/models/gltf/greenman_sword.glb"),  // Index for the sword model is the same as BONE_SOCKET_HAND_R
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|         LoadModel("resources/models/gltf/greenman_shield.glb")  // Index for the shield model is the same as BONE_SOCKET_HAND_L
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|     };
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|     
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|     bool showEquip[3] = { true, true, true };   // Toggle on/off equip
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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 animIndex = 0;
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|     unsigned int animCurrentFrame = 0;
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|     ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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| 
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|     // indices of bones for sockets
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|     int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
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| 
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|     // search bones for sockets 
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|     for (int i = 0; i < characterModel.boneCount; i++)
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|     {
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|         if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
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|         {
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|             boneSocketIndex[BONE_SOCKET_HAT] = i;
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|             continue;
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|         }
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|         
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|         if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
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|         {
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|             boneSocketIndex[BONE_SOCKET_HAND_R] = i;
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|             continue;
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|         }
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|         
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|         if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
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|         {
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|             boneSocketIndex[BONE_SOCKET_HAND_L] = i;
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|             continue;
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|         }
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|     }
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| 
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|     Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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|     unsigned short angle = 0;           // Set angle for rotate character
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| 
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|     DisableCursor();                    // Limit cursor to relative movement inside the window
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| 
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|     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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|         
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|         // Rotate character
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|         if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
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|         else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
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| 
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|         // Select current animation
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|         if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
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|         else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
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| 
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|         // Toggle shown of equip
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|         if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
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|         if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
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|         if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
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|         
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|         // Update model animation
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|         ModelAnimation anim = modelAnimations[animIndex];
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|         animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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|         UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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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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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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|                 // Draw character
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|                 Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
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|                 characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
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|                 UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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|                 DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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| 
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|                 // Draw equipments (hat, sword, shield)
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|                 for (int i = 0; i < BONE_SOCKETS; i++)
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|                 {
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|                     if (!showEquip[i]) continue;
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| 
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|                     Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
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|                     Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
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|                     Quaternion outRotation = transform->rotation;
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|                     
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|                     // Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
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|                     Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
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|                     Matrix matrixTransform = QuaternionToMatrix(rotate);
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|                     // Translate socket to its position in the current animation
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|                     matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
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|                     // Transform the socket using the transform of the character (angle and translate)
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|                     matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
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|                     
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|                     // Draw mesh at socket position with socket angle rotation
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|                     DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
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|                 }
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| 
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|                 DrawGrid(10, 1.0f);
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|             EndMode3D();
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| 
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|             DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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|             DrawText("Use the F/H to rotate character left/right", 10, 35, 20, GRAY);
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|             DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, GRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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);
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|     UnloadModel(characterModel);         // Unload character model and meshes/material
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|     
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|     // Unload equipment model and meshes/material
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|     for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } | 
