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+/*******************************************************************************************
+*
+* 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;
+} \ No newline at end of file