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Update models_bone_socket.c

pull/3839/head
Ray 9 months ago
parent
commit
3086bf1668
1 changed files with 88 additions and 91 deletions
  1. +88
    -91
      examples/models/models_bone_socket.c

+ 88
- 91
examples/models/models_bone_socket.c View File

@ -15,14 +15,12 @@
#include "raylib.h"
#include <raymath.h>
#include <string.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
#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
@ -37,49 +35,57 @@ int main(void)
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
Camera camera = {
.position = { 5.0f, 5.0f, 5.0f }, // Camera position
.target = { 0.0f, 2.0f, 0.0f }, // Camera looking at point
.up = { 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
.fovy = 45.0f, // Camera field-of-view Y
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
// Load gltf model
Model characterModel = LoadModel("greenman.glb");
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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
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}; // for toggle on/off equip
bool showEquip[3] = { true, true, true }; // Toggle on/off equip
// Load gltf model animations
unsigned int animsCount = 0;
int animsCount = 0;
unsigned int animIndex = 0;
unsigned int animCurrentFrame = 0;
ModelAnimation* modelAnimations = LoadModelAnimations("greenman.glb", &animsCount);
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
// indices of bones for sockets
int boneSocketIndex[BONE_SOCKETS] = {-1, -1, -1};
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) {
for (int i = 0; i < characterModel.boneCount; i++)
{
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
{
boneSocketIndex[BONE_SOCKET_HAT] = i;
continue;
}
if (strcmp(characterModel.bones[i].name, "socket_hand_R") == 0) {
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
{
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
continue;
}
if (strcmp(characterModel.bones[i].name, "socket_hand_L") == 0) {
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; // angle for rotate character
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
@ -92,32 +98,23 @@ int main(void)
// 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];
}
// 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;
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
@ -125,44 +122,44 @@ int main(void)
//----------------------------------------------------------------------------------
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)
class="k">for class="p">( class="kt">unsigned class="kt">short i=0; i<BONE_SOCKETS; i++) {
if (!showEquip[i]) p">{
continue;
}
Transform* transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
class="n">Quaternion class="n">outRotation class="o">= class="n">transform class="o">->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));
class="o">/ class="o">/ class="n">draw class="n">mesh class="n">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);
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 (unsigned short i=0; i<BONE_SOCKETS; i++)
{
if (!showEquip[i]) k">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();
//----------------------------------------------------------------------------------
@ -172,9 +169,9 @@ int main(void)
//--------------------------------------------------------------------------------------
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
p">}
// Unload equipment model and meshes/material
k">for (unsigned short i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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