Update models_bone_socket.c

This commit is contained in:
Ray 2024-02-26 10:49:01 +01:00
parent bd6c0bab44
commit 3086bf1668

View file

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