|
@@ -15,14 +15,12 @@
|
|
|
|
|
|
#include "raylib.h"
|
|
#include "raylib.h"
|
|
|
|
|
|
-#include <raymath.h>
|
|
|
|
-#include <string.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
|
|
|
|
|
|
+#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
|
|
// 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.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
|
|
|
|
|
|
+ Camera camera = {
|
|
|
|
+ .position = { 5.0f, 5.0f, 5.0f }, // Camera position
|
|
|
|
+ .target = { 0.0f, 2.0f, 0.0f }, // Camera looking at point
|
|
|
|
+ .up = { 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
|
|
|
|
+ .fovy = 45.0f, // Camera field-of-view Y
|
|
|
|
+ .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("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_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}; // 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++) {
|
|
|
|
- if (strcmp(characterModel.bones[i].name, "socket_hat") == 0) {
|
|
|
|
|
|
+ for (int i = 0; i < characterModel.boneCount; i++)
|
|
|
|
+ {
|
|
|
|
+ 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
|
|
|
|
- unsigned short angle = 0; // angle for rotate character
|
|
|
|
|
|
+ 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
|
|
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)) {
|
|
|
|
- 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];
|
|
|
|
- }
|
|
|
|
|
|
+
|
|
|
|
+ // 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
|
|
// 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);
|
|
|
|
-
|
|
|
|
- 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);
|
|
|
|
|
|
+ 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 (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();
|
|
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
|
|
//--------------------------------------------------------------------------------------
|
|
//--------------------------------------------------------------------------------------
|