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authoriP <[email protected]>2024-02-26 13:30:22 +0400
committerGitHub <[email protected]>2024-02-26 10:30:22 +0100
commit2a263a09cc431b92b449cbcc8330127a3735acdb (patch)
tree435efbeda1e6f8cfe11c8c0d5dec43d4f6ce6635
parent1df91e74b97e4a7c3e0bb6a81f748debe551aaf0 (diff)
downloadraylib-2a263a09cc431b92b449cbcc8330127a3735acdb.tar.gz
raylib-2a263a09cc431b92b449cbcc8330127a3735acdb.zip
bone socket tutorial (#3833)
Tutorial on how to use bones as sockets to calculate the position of something.
-rw-r--r--examples/models/models_bone_socket.c183
-rw-r--r--examples/models/models_bone_socket.pngbin0 -> 40817 bytes
-rw-r--r--examples/models/resources/models/gltf/LICENSE3
-rw-r--r--examples/models/resources/models/gltf/greenman.glbbin0 -> 163836 bytes
-rw-r--r--examples/models/resources/models/gltf/greenman_hat.glbbin0 -> 17300 bytes
-rw-r--r--examples/models/resources/models/gltf/greenman_shield.glbbin0 -> 41276 bytes
-rw-r--r--examples/models/resources/models/gltf/greenman_sword.glbbin0 -> 23668 bytes
7 files changed, 186 insertions, 0 deletions
diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c
new file mode 100644
index 00000000..c454cf31
--- /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 <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;
+} \ 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 00000000..fdef19fc
--- /dev/null
+++ b/examples/models/models_bone_socket.png
Binary files differ
diff --git a/examples/models/resources/models/gltf/LICENSE b/examples/models/resources/models/gltf/LICENSE
index 3c9a38de..e1d1d2ee 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 00000000..18edcaf9
--- /dev/null
+++ b/examples/models/resources/models/gltf/greenman.glb
Binary files 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 00000000..ee932ad3
--- /dev/null
+++ b/examples/models/resources/models/gltf/greenman_hat.glb
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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 00000000..69ef6188
--- /dev/null
+++ b/examples/models/resources/models/gltf/greenman_shield.glb
Binary files 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 00000000..bb8e24bd
--- /dev/null
+++ b/examples/models/resources/models/gltf/greenman_sword.glb
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