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/******************************************************************************************* |
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* |
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* raylib [models] example - animation bone blending |
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* |
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* Example complexity rating: [★★★★] 4/4 |
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* |
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* Example originally created with raylib 5.5, last time updated with raylib 5.5 |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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* This example demonstrates per-bone animation blending, allowing smooth transitions |
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* between two animations by interpolating bone transforms. This is useful for: |
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* - Blending movement animations (walk/run) with action animations (jump/attack) |
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* - Creating smooth animation transitions |
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* - Layering animations (e.g., upper body attack while lower body walks) |
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* |
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* Note: Due to limitations in the Apple OpenGL driver, GPU skinning does not work on MacOS |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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#include <string.h> // For memcpy |
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#include <stddef.h> // For NULL |
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#if defined(PLATFORM_DESKTOP) |
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#define GLSL_VERSION 330 |
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#else // PLATFORM_ANDROID, PLATFORM_WEB |
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#define GLSL_VERSION 100 |
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#endif |
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//------------------------------------------------------------------------------------ |
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// Check if a bone is part of upper body (for selective blending) |
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//------------------------------------------------------------------------------------ |
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bool IsUpperBodyBone(const char *boneName) |
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{ |
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// Common upper body bone names (adjust based on your model) |
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if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") || |
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TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") || |
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TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") || |
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TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") || |
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TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") || |
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TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") || |
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TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") || |
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TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R")) |
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{ |
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return true; |
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} |
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// Check if bone name contains upper body keywords |
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if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL || |
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strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL || |
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strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL || |
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strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL) |
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{ |
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return true; |
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} |
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return false; |
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} |
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//------------------------------------------------------------------------------------ |
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// Blend two animations per-bone with selective upper/lower body blending |
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//------------------------------------------------------------------------------------ |
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void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1, |
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend) |
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{ |
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// Clamp blend factor to [0, 1] |
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blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor)); |
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// Validate inputs |
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if (anim1->boneCount == 0 || anim1->framePoses == NULL || |
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anim2->boneCount == 0 || anim2->framePoses == NULL || |
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model->boneCount == 0 || model->bindPose == NULL) |
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{ |
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return; |
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} |
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// Ensure frame indices are valid |
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if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1; |
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if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1; |
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if (frame1 < 0) frame1 = 0; |
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if (frame2 < 0) frame2 = 0; |
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// Find first mesh with bones |
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int firstMeshWithBones = -1; |
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for (int i = 0; i < model->meshCount; i++) |
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{ |
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if (model->meshes[i].boneMatrices) |
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{ |
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firstMeshWithBones = i; |
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break; |
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} |
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} |
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if (firstMeshWithBones == -1) return; |
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// Get bone count (use minimum of all to be safe) |
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int boneCount = model->boneCount; |
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if (anim1->boneCount < boneCount) boneCount = anim1->boneCount; |
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if (anim2->boneCount < boneCount) boneCount = anim2->boneCount; |
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// Blend each bone |
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for (int boneId = 0; boneId < boneCount; boneId++) |
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{ |
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// Determine blend factor for this bone |
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float boneBlendFactor = blendFactor; |
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// If upper body blending is enabled, use different blend factors for upper vs lower body |
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if (upperBodyBlend) |
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{ |
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const char *boneName = model->bones[boneId].name; |
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bool isUpperBody = IsUpperBodyBone(boneName); |
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// Upper body: use anim2 (attack), Lower body: use anim1 (walk) |
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// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack) |
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if (isUpperBody) |
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{ |
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// Upper body: blend towards anim2 (attack) |
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boneBlendFactor = blendFactor; |
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} |
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else |
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{ |
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// Lower body: blend towards anim1 (walk) - invert the blend |
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boneBlendFactor = 1.0f - blendFactor; |
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} |
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} |
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// Get transforms from both animations |
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Transform *bindTransform = &model->bindPose[boneId]; |
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Transform *anim1Transform = &anim1->framePoses[frame1][boneId]; |
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Transform *anim2Transform = &anim2->framePoses[frame2][boneId]; |
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// Blend the transforms |
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Transform blended; |
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blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor); |
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blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor); |
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blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor); |
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// Convert bind pose to matrix |
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Matrix bindMatrix = MatrixMultiply(MatrixMultiply( |
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MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z), |
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QuaternionToMatrix(bindTransform->rotation)), |
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MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z)); |
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// Convert blended transform to matrix |
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Matrix blendedMatrix = MatrixMultiply(MatrixMultiply( |
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MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z), |
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QuaternionToMatrix(blended.rotation)), |
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MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z)); |
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// Calculate final bone matrix (similar to UpdateModelAnimationBones) |
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model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix); |
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} |
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// Copy bone matrices to remaining meshes |
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for (int i = firstMeshWithBones + 1; i < model->meshCount; i++) |
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{ |
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if (model->meshes[i].boneMatrices) |
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{ |
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memcpy(model->meshes[i].boneMatrices, |
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model->meshes[firstMeshWithBones].boneMatrices, |
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model->meshes[i].boneCount * sizeof(model->meshes[i].boneMatrices[0])); |
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} |
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} |
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} |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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// Load gltf model |
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); |
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// Load skinning shader |
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); |
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characterModel.materials[1].shader = skinningShader; |
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// Load gltf model animations |
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int animsCount = 0; |
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); |
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// Log all available animations for debugging |
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TraceLog(LOG_INFO, "Found %d animations:", animsCount); |
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for (int i = 0; i < animsCount; i++) |
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{ |
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TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount); |
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} |
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// Use specific indices: walk/move = 2, attack = 3 |
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unsigned int animIndex1 = 2; // Walk/Move animation (index 2) |
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unsigned int animIndex2 = 3; // Attack animation (index 3) |
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unsigned int animCurrentFrame1 = 0; |
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unsigned int animCurrentFrame2 = 0; |
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// Validate indices |
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if (animIndex1 >= animsCount) animIndex1 = 0; |
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if (animIndex2 >= animsCount) animIndex2 = (animsCount > 1) ? 1 : 0; |
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TraceLog(LOG_INFO, "Using Walk (index %d): %s", animIndex1, modelAnimations[animIndex1].name); |
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TraceLog(LOG_INFO, "Using Attack (index %d): %s", animIndex2, modelAnimations[animIndex2].name); |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
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bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50) |
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DisableCursor(); // Limit cursor to relative movement inside the window |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera, CAMERA_THIRD_PERSON); |
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// Toggle upper/lower body blending mode (SPACE key) |
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if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend; |
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// Update animation frames |
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ModelAnimation anim1 = modelAnimations[animIndex1]; |
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ModelAnimation anim2 = modelAnimations[animIndex2]; |
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animCurrentFrame1 = (animCurrentFrame1 + 1) % anim1.frameCount; |
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animCurrentFrame2 = (animCurrentFrame2 + 1) % anim2.frameCount; |
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// Blend the two animations |
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z); |
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// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0) |
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// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack) |
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float blendFactor = upperBodyBlend ? 1.0f : 0.5f; |
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BlendModelAnimationsBones(&characterModel, &anim1, animCurrentFrame1, &anim2, animCurrentFrame2, blendFactor, upperBodyBlend); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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BeginMode3D(camera); |
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// Draw character mesh, pose calculation is done in shader (GPU skinning) |
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); |
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DrawGrid(10, 1.0f); |
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EndMode3D(); |
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// Draw UI |
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DrawText("BONE BLENDING EXAMPLE", 10, 10, 20, DARKGRAY); |
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DrawText(TextFormat("Walk (Animation 2): %s", anim1.name), 10, 35, 10, GRAY); |
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DrawText(TextFormat("Attack (Animation 3): %s", anim2.name), 10, 50, 10, GRAY); |
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DrawText(TextFormat("Mode: %s", upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending"), 10, 65, 10, GRAY); |
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DrawText("SPACE - Toggle blending mode", 10, GetScreenHeight() - 20, 10, DARKGRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation |
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UnloadModel(characterModel); // Unload model and meshes/material |
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UnloadShader(skinningShader); // Unload GPU skinning shader |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |