|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [models] example - bone socket | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★★★] 4/4 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2024-2025 iP (@ipzaur) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
 | 
						
						
							|  | #include "raylib.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 | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // 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 = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position | 
						
						
							|  |     camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };  // Camera looking at point | 
						
						
							|  |     camera.up = (Vector3){ 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("resources/models/gltf/greenman.glb"); // Load character model | 
						
						
							|  |     Model equipModel[BONE_SOCKETS] = { | 
						
						
							|  |         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 };   // Toggle on/off equip | 
						
						
							|  |  | 
						
						
							|  |     // Load gltf model animations | 
						
						
							|  |     int animsCount = 0; | 
						
						
							|  |     unsigned int animIndex = 0; | 
						
						
							|  |     unsigned int animCurrentFrame = 0; | 
						
						
							|  |     ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/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 (TextIsEqual(characterModel.bones[i].name, "socket_hat")) | 
						
						
							|  |         { | 
						
						
							|  |             boneSocketIndex[BONE_SOCKET_HAT] = i; | 
						
						
							|  |             continue; | 
						
						
							|  |         } | 
						
						
							|  | 
 | 
						
						
							|  |         if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R")) | 
						
						
							|  |         { | 
						
						
							|  |             boneSocketIndex[BONE_SOCKET_HAND_R] = i; | 
						
						
							|  |             continue; | 
						
						
							|  |         } | 
						
						
							|  | 
 | 
						
						
							|  |         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;           // Set 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((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 (int 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)); | 
						
						
							|  |                     // Transform the socket using the transform of the character (angle and translate) | 
						
						
							|  |                     matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform); | 
						
						
							|  | 
 | 
						
						
							|  |                     // 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 | 
						
						
							|  |  | 
						
						
							|  |     // Unload equipment model and meshes/material | 
						
						
							|  |     for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]); | 
						
						
							|  | 
 | 
						
						
							|  |     CloseWindow();              // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |