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			179 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			8.1 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 complexity rating: [★★★★] 4/4
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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) 2024-2025 iP (@ipzaur)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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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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// 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 - bone socket");
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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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    // 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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    bool showEquip[3] = { true, true, true };   // Toggle on/off equip
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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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    // indices of bones for sockets
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    int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
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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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        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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        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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    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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    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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        // 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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        // 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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        // 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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        // 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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        // 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
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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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                // 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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                    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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                    // 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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                    // 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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                DrawGrid(10, 1.0f);
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            EndMode3D();
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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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        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);
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    UnloadModel(characterModel);         // Unload character model and meshes/material
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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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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |