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bone socket tutorial (#3833)

Tutorial on how to use bones as sockets to calculate the position of something.
iP 1 year ago
parent
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2a263a09cc

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examples/models/models_bone_socket.c

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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>
+#include <string.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 = { 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; 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));
+            // 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;
+}

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examples/models/models_bone_socket.png


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examples/models/resources/models/gltf/LICENSE

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 robot.glb model by @Quaternius (https://www.patreon.com/quaternius)
 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/)
 Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)

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examples/models/resources/models/gltf/greenman.glb


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examples/models/resources/models/gltf/greenman_hat.glb


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examples/models/resources/models/gltf/greenman_shield.glb


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examples/models/resources/models/gltf/greenman_sword.glb