/******************************************************************************************* * * 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" #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; }