diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c index c454cf31..0e046327 100644 --- a/examples/models/models_bone_socket.c +++ b/examples/models/models_bone_socket.c @@ -15,14 +15,12 @@ #include "raylib.h" -#include -#include +#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) - for (unsigned short i=0; irotation; - // 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); + 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; irotation; + + // 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 - } + + // Unload equipment model and meshes/material + for (unsigned short i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]); CloseWindow(); // Close window and OpenGL context //--------------------------------------------------------------------------------------