/******************************************************************************************* * * 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; }