Update models_bone_socket.c
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bd6c0bab44
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1 changed files with 83 additions and 86 deletions
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@ -15,14 +15,12 @@
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#include "raylib.h"
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#include "raylib.h"
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#include <raymath.h>
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#include "raymath.h"
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#include <string.h>
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#define BONE_SOCKETS 3
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#define BONE_SOCKETS 3
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#define BONE_SOCKET_HAT 0
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#define BONE_SOCKET_HAT 0
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#define BONE_SOCKET_HAND_R 1
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#define BONE_SOCKET_HAND_R 1
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#define BONE_SOCKET_HAND_L 2
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#define BONE_SOCKET_HAND_L 2
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@ -37,49 +35,57 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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Camera camera = {
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camera.position = { 5.0f, 5.0f, 5.0f }; // Camera position
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.position = { 5.0f, 5.0f, 5.0f }, // Camera position
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camera.target = { 0.0f, 2.0f, 0.0f }; // Camera looking at point
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.target = { 0.0f, 2.0f, 0.0f }, // Camera looking at point
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camera.up = { 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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.up = { 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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.fovy = 45.0f, // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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};
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// Load gltf model
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// Load gltf model
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Model characterModel = LoadModel("greenman.glb");
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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Model equipModel[BONE_SOCKETS] = {
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Model equipModel[BONE_SOCKETS] = {
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LoadModel("greenman_hat.glb"), // index for the hat model is the same as BONE_SOCKET_HAT
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LoadModel("resources/models/gltf/greenman_hat.glb"), // Index for the hat model is the same as BONE_SOCKET_HAT
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LoadModel("greenman_sword.glb"), // index for the sword model is the same as BONE_SOCKET_HAND_R
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LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
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LoadModel("greenman_shield.glb") // index for the shield model is the same as BONE_SOCKET_HAND_L
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LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
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};
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};
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bool showEquip[3] = {true, true, true}; // for toggle on/off equip
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bool showEquip[3] = { true, true, true }; // Toggle on/off equip
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// Load gltf model animations
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// Load gltf model animations
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unsigned int animsCount = 0;
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int animsCount = 0;
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unsigned int animIndex = 0;
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unsigned int animIndex = 0;
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unsigned int animCurrentFrame = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation* modelAnimations = LoadModelAnimations("greenman.glb", &animsCount);
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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// indices of bones for sockets
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// indices of bones for sockets
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int boneSocketIndex[BONE_SOCKETS] = {-1, -1, -1};
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int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
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// search bones for sockets
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// search bones for sockets
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for (int i = 0; i < characterModel.boneCount; i++) {
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for (int i = 0; i < characterModel.boneCount; i++)
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if (strcmp(characterModel.bones[i].name, "socket_hat") == 0) {
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{
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if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
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{
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boneSocketIndex[BONE_SOCKET_HAT] = i;
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boneSocketIndex[BONE_SOCKET_HAT] = i;
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continue;
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continue;
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}
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}
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if (strcmp(characterModel.bones[i].name, "socket_hand_R") == 0) {
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if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
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{
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boneSocketIndex[BONE_SOCKET_HAND_R] = i;
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boneSocketIndex[BONE_SOCKET_HAND_R] = i;
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continue;
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continue;
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}
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}
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if (strcmp(characterModel.bones[i].name, "socket_hand_L") == 0) {
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if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
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{
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boneSocketIndex[BONE_SOCKET_HAND_L] = i;
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boneSocketIndex[BONE_SOCKET_HAND_L] = i;
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continue;
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continue;
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}
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}
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}
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}
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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unsigned short angle = 0; // angle for rotate character
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unsigned short angle = 0; // Set angle for rotate character
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DisableCursor(); // Limit cursor to relative movement inside the window
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DisableCursor(); // Limit cursor to relative movement inside the window
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@ -92,32 +98,23 @@ int main(void)
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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// rotate character
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if (IsKeyDown(KEY_F)) {
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// Rotate character
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angle = (angle + 1) % 360;
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if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
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} else if (IsKeyDown(KEY_H)) {
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else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
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angle = (360 + angle - 1) % 360;
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}
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// Select current animation
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if (IsKeyPressed(KEY_T)) {
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animIndex = (animIndex + 1) % animsCount;
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} else if (IsKeyPressed(KEY_G)) {
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animIndex = (animIndex + animsCount - 1) % animsCount;
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}
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// toggle shown of equip
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if (IsKeyPressed(KEY_ONE)) {
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showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
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}
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if (IsKeyPressed(KEY_TWO)) {
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showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
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}
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if (IsKeyPressed(KEY_THREE)) {
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showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
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}
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// Select current animation
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if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
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// Toggle shown of equip
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if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
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if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
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if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
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// Update model animation
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// Update model animation
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ModelAnimation anim = modelAnimations[animIndex];
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1) % anim.frameCount;
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -125,44 +122,44 @@ int main(void)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginMode3D(camera);
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// Draw character
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Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
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characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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// draw character
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// Draw equipments (hat, sword, shield)
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Quaternion characterRotate = QuaternionFromAxisAngle({ 0.0f,1.0f,0.0f }, angle*DEG2RAD);
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for (unsigned short i=0; i<BONE_SOCKETS; i++)
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characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
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{
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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if (!showEquip[i]) continue;
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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// draw equipments (hat, sword, shield)
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Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
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for (unsigned short i=0; i<BONE_SOCKETS; i++) {
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Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
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if (!showEquip[i]) {
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Quaternion outRotation = transform->rotation;
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continue;
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}
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// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
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Transform* transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
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Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
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Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
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Matrix matrixTransform = QuaternionToMatrix(rotate);
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Quaternion outRotation = transform->rotation;
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// Translate socket to its position in the current animation
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// calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
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matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
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Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
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// Rotate socket by character angle
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Matrix matrixTransform = QuaternionToMatrix(rotate);
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matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate));
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// translate socket to its position in the current animation
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// Translate socket to character position
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matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
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matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y + 0.0f, position.z));
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// rotate socket by character angle
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matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate));
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// Draw mesh at socket position with socket angle rotation
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// translate socket to character position
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DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
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matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y+0.0f, position.z));
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}
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// draw mesh at socket position with socket angle rotation
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DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
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}
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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EndMode3D();
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EndMode3D();
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DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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DrawText("Use the F/H to rotate character left/right", 10, 35, 20, GRAY);
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DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, GRAY);
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DrawText("Use the F/H to rotate character left/right", 10, 35, 20, GRAY);
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DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, GRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -172,9 +169,9 @@ int main(void)
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(modelAnimations, animsCount);
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UnloadModelAnimations(modelAnimations, animsCount);
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UnloadModel(characterModel); // Unload character model and meshes/material
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UnloadModel(characterModel); // Unload character model and meshes/material
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for (unsigned short i = 0; i < BONE_SOCKETS; i++) {
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UnloadModel(equipModel[i]); // Unload equipment model and meshes/material
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// Unload equipment model and meshes/material
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}
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for (unsigned short i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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