25'ten fazla konu seçemezsiniz Konular bir harf veya rakamla başlamalı, kısa çizgiler ('-') içerebilir ve en fazla 35 karakter uzunluğunda olabilir.

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  1. /*******************************************************************************************
  2. *
  3. * raylib [core] example - Using bones as socket for calculating the positioning of something
  4. *
  5. * Example originally created with raylib 4.5, last time updated with raylib 4.5
  6. *
  7. * Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
  8. *
  9. * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  10. * BSD-like license that allows static linking with closed source software
  11. *
  12. * Copyright (c) 2024 iP (@ipzaur)
  13. *
  14. ********************************************************************************************/
  15. #include "raylib.h"
  16. #include "raymath.h"
  17. #define BONE_SOCKETS 3
  18. #define BONE_SOCKET_HAT 0
  19. #define BONE_SOCKET_HAND_R 1
  20. #define BONE_SOCKET_HAND_L 2
  21. //------------------------------------------------------------------------------------
  22. // Program main entry point
  23. //------------------------------------------------------------------------------------
  24. int main(void)
  25. {
  26. // Initialization
  27. //--------------------------------------------------------------------------------------
  28. const int screenWidth = 800;
  29. const int screenHeight = 450;
  30. InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
  31. // Define the camera to look into our 3d world
  32. Camera camera = { 0 };
  33. camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
  34. camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
  35. camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
  36. camera.fovy = 45.0f; // Camera field-of-view Y
  37. camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
  38. // Load gltf model
  39. Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
  40. Model equipModel[BONE_SOCKETS] = {
  41. LoadModel("resources/models/gltf/greenman_hat.glb"), // Index for the hat model is the same as BONE_SOCKET_HAT
  42. LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
  43. LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
  44. };
  45. bool showEquip[3] = { true, true, true }; // Toggle on/off equip
  46. // Load gltf model animations
  47. int animsCount = 0;
  48. unsigned int animIndex = 0;
  49. unsigned int animCurrentFrame = 0;
  50. ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
  51. // indices of bones for sockets
  52. int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
  53. // search bones for sockets
  54. for (int i = 0; i < characterModel.boneCount; i++)
  55. {
  56. if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
  57. {
  58. boneSocketIndex[BONE_SOCKET_HAT] = i;
  59. continue;
  60. }
  61. if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
  62. {
  63. boneSocketIndex[BONE_SOCKET_HAND_R] = i;
  64. continue;
  65. }
  66. if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
  67. {
  68. boneSocketIndex[BONE_SOCKET_HAND_L] = i;
  69. continue;
  70. }
  71. }
  72. Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
  73. unsigned short angle = 0; // Set angle for rotate character
  74. DisableCursor(); // Limit cursor to relative movement inside the window
  75. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  76. //--------------------------------------------------------------------------------------
  77. // Main game loop
  78. while (!WindowShouldClose()) // Detect window close button or ESC key
  79. {
  80. // Update
  81. //----------------------------------------------------------------------------------
  82. UpdateCamera(&camera, CAMERA_THIRD_PERSON);
  83. // Rotate character
  84. if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
  85. else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
  86. // Select current animation
  87. if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
  88. else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
  89. // Toggle shown of equip
  90. if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
  91. if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
  92. if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
  93. // Update model animation
  94. ModelAnimation anim = modelAnimations[animIndex];
  95. animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
  96. UpdateModelAnimation(characterModel, anim, animCurrentFrame);
  97. //----------------------------------------------------------------------------------
  98. // Draw
  99. //----------------------------------------------------------------------------------
  100. BeginDrawing();
  101. ClearBackground(RAYWHITE);
  102. BeginMode3D(camera);
  103. // Draw character
  104. Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
  105. characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
  106. UpdateModelAnimation(characterModel, anim, animCurrentFrame);
  107. DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
  108. // Draw equipments (hat, sword, shield)
  109. for (int i = 0; i < BONE_SOCKETS; i++)
  110. {
  111. if (!showEquip[i]) continue;
  112. Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
  113. Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
  114. Quaternion outRotation = transform->rotation;
  115. // Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
  116. Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
  117. Matrix matrixTransform = QuaternionToMatrix(rotate);
  118. // Translate socket to its position in the current animation
  119. matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
  120. // Transform the socket using the transform of the character (angle and translate)
  121. matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
  122. // Draw mesh at socket position with socket angle rotation
  123. DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
  124. }
  125. DrawGrid(10, 1.0f);
  126. EndMode3D();
  127. DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
  128. DrawText("Use the F/H to rotate character left/right", 10, 35, 20, GRAY);
  129. DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, GRAY);
  130. EndDrawing();
  131. //----------------------------------------------------------------------------------
  132. }
  133. // De-Initialization
  134. //--------------------------------------------------------------------------------------
  135. UnloadModelAnimations(modelAnimations, animsCount);
  136. UnloadModel(characterModel); // Unload character model and meshes/material
  137. // Unload equipment model and meshes/material
  138. for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
  139. CloseWindow(); // Close window and OpenGL context
  140. //--------------------------------------------------------------------------------------
  141. return 0;
  142. }