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			|  |  |  | /******************************************************************************************* | 
		
	
		
			
			|  |  |  | * | 
		
	
		
			
			|  |  |  | *   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> | 
		
	
		
			
			|  |  |  | #include <string.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 = { 5.0f, 5.0f, 5.0f };    // Camera position | 
		
	
		
			
			|  |  |  | camera.target = { 0.0f, 2.0f, 0.0f };      // Camera looking at point | 
		
	
		
			
			|  |  |  | camera.up = { 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("greenman.glb"); | 
		
	
		
			
			|  |  |  | Model equipModel[BONE_SOCKETS] = { | 
		
	
		
			
			|  |  |  | LoadModel("greenman_hat.glb"), // index for the hat model is the same as BONE_SOCKET_HAT | 
		
	
		
			
			|  |  |  | LoadModel("greenman_sword.glb"), // index for the sword model is the same as BONE_SOCKET_HAND_R | 
		
	
		
			
			|  |  |  | LoadModel("greenman_shield.glb") // index for the shield model is the same as BONE_SOCKET_HAND_L | 
		
	
		
			
			|  |  |  | }; | 
		
	
		
			
			|  |  |  | bool showEquip[3] = {true, true, true}; // for toggle on/off equip | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Load gltf model animations | 
		
	
		
			
			|  |  |  | unsigned int animsCount = 0; | 
		
	
		
			
			|  |  |  | unsigned int animIndex = 0; | 
		
	
		
			
			|  |  |  | unsigned int animCurrentFrame = 0; | 
		
	
		
			
			|  |  |  | ModelAnimation* modelAnimations = LoadModelAnimations("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 (strcmp(characterModel.bones[i].name, "socket_hat") == 0) { | 
		
	
		
			
			|  |  |  | boneSocketIndex[BONE_SOCKET_HAT] = i; | 
		
	
		
			
			|  |  |  | continue; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | if (strcmp(characterModel.bones[i].name, "socket_hand_R") == 0) { | 
		
	
		
			
			|  |  |  | boneSocketIndex[BONE_SOCKET_HAND_R] = i; | 
		
	
		
			
			|  |  |  | continue; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | if (strcmp(characterModel.bones[i].name, "socket_hand_L") == 0) { | 
		
	
		
			
			|  |  |  | boneSocketIndex[BONE_SOCKET_HAND_L] = i; | 
		
	
		
			
			|  |  |  | continue; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position | 
		
	
		
			
			|  |  |  | unsigned short angle = 0; // 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({ 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 (unsigned short 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)); | 
		
	
		
			
			|  |  |  | // rotate socket by character angle | 
		
	
		
			
			|  |  |  | matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate)); | 
		
	
		
			
			|  |  |  | // translate socket to character position | 
		
	
		
			
			|  |  |  | matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y+0.0f, position.z)); | 
		
	
		
			
			|  |  |  | // 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 | 
		
	
		
			
			|  |  |  | for (unsigned short i = 0; i < BONE_SOCKETS; i++) { | 
		
	
		
			
			|  |  |  | UnloadModel(equipModel[i]);      // Unload equipment model and meshes/material | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | CloseWindow();              // Close window and OpenGL context | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return 0; | 
		
	
		
			
			|  |  |  | } |