|
|
- /*******************************************************************************************
- *
- * raylib [core] example - Using bones as socket for calculating the positioning of something
- *
- * Example originally created with raylib 4.5, last time updated with raylib 4.5
- *
- * Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
- *
- * 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) 2024 iP (@ipzaur)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include "raymath.h"
-
- #define BONE_SOCKETS 3
- #define BONE_SOCKET_HAT 0
- #define BONE_SOCKET_HAND_R 1
- #define BONE_SOCKET_HAND_L 2
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // 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 gltf model
- Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
- Model equipModel[BONE_SOCKETS] = {
- LoadModel("resources/models/gltf/greenman_hat.glb"), // Index for the hat model is the same as BONE_SOCKET_HAT
- LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
- LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
- };
-
- bool showEquip[3] = { true, true, true }; // Toggle on/off equip
-
- // Load gltf model animations
- int animsCount = 0;
- unsigned int animIndex = 0;
- unsigned int animCurrentFrame = 0;
- ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
-
- // indices of bones for sockets
- int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
-
- // search bones for sockets
- for (int i = 0; i < characterModel.boneCount; i++)
- {
- if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
- {
- boneSocketIndex[BONE_SOCKET_HAT] = i;
- continue;
- }
-
- if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
- {
- boneSocketIndex[BONE_SOCKET_HAND_R] = i;
- continue;
- }
-
- if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
- {
- boneSocketIndex[BONE_SOCKET_HAND_L] = i;
- continue;
- }
- }
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- unsigned short angle = 0; // Set angle for rotate character
-
- DisableCursor(); // Limit cursor to relative movement inside the window
-
- 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_THIRD_PERSON);
-
- // Rotate character
- if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
- else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
-
- // Select current animation
- if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
- else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
-
- // Toggle shown of equip
- if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
- if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
- if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
-
- // Update model animation
- ModelAnimation anim = modelAnimations[animIndex];
- animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
- UpdateModelAnimation(characterModel, anim, animCurrentFrame);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
- // Draw character
- Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
- characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
- UpdateModelAnimation(characterModel, anim, animCurrentFrame);
- DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
-
- // Draw equipments (hat, sword, shield)
- for (int i = 0; i < BONE_SOCKETS; i++)
- {
- if (!showEquip[i]) continue;
-
- Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
- Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
- Quaternion outRotation = transform->rotation;
-
- // Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
- Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
- Matrix matrixTransform = QuaternionToMatrix(rotate);
- // Translate socket to its position in the current animation
- matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
- // Transform the socket using the transform of the character (angle and translate)
- matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
-
- // Draw mesh at socket position with socket angle rotation
- DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
- }
-
- DrawGrid(10, 1.0f);
- EndMode3D();
-
- DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
- DrawText("Use the F/H to rotate character left/right", 10, 35, 20, GRAY);
- DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModelAnimations(modelAnimations, animsCount);
- UnloadModel(characterModel); // Unload character model and meshes/material
-
- // Unload equipment model and meshes/material
- for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
|