diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c new file mode 100644 index 000000000000..c454cf31eef7 --- /dev/null +++ b/examples/models/models_bone_socket.c @@ -0,0 +1,183 @@ +/******************************************************************************************* +* +* 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 +#include + +#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; irotation; + // 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; +} \ No newline at end of file diff --git a/examples/models/models_bone_socket.png b/examples/models/models_bone_socket.png new file mode 100644 index 000000000000..fdef19fc954c Binary files /dev/null and b/examples/models/models_bone_socket.png differ diff --git a/examples/models/resources/models/gltf/LICENSE b/examples/models/resources/models/gltf/LICENSE index 3c9a38dee0e8..e1d1d2ee5749 100644 --- a/examples/models/resources/models/gltf/LICENSE +++ b/examples/models/resources/models/gltf/LICENSE @@ -1,2 +1,5 @@ robot.glb model by @Quaternius (https://www.patreon.com/quaternius) +Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/) + +greenman.glb, greenman_hat.glb, greenman_sword.glb, greenman_shield.glb models by @iP (https://github.com/ipzaur) Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/) \ No newline at end of file diff --git a/examples/models/resources/models/gltf/greenman.glb b/examples/models/resources/models/gltf/greenman.glb new file mode 100644 index 000000000000..18edcaf9b3c5 Binary files /dev/null and b/examples/models/resources/models/gltf/greenman.glb differ diff --git a/examples/models/resources/models/gltf/greenman_hat.glb b/examples/models/resources/models/gltf/greenman_hat.glb new file mode 100644 index 000000000000..ee932ad3c6a2 Binary files /dev/null and b/examples/models/resources/models/gltf/greenman_hat.glb differ diff --git a/examples/models/resources/models/gltf/greenman_shield.glb b/examples/models/resources/models/gltf/greenman_shield.glb new file mode 100644 index 000000000000..69ef61888a55 Binary files /dev/null and b/examples/models/resources/models/gltf/greenman_shield.glb differ diff --git a/examples/models/resources/models/gltf/greenman_sword.glb b/examples/models/resources/models/gltf/greenman_sword.glb new file mode 100644 index 000000000000..bb8e24bd1670 Binary files /dev/null and b/examples/models/resources/models/gltf/greenman_sword.glb differ