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authorRay <[email protected]>2024-02-26 10:49:01 +0100
committerRay <[email protected]>2024-02-26 10:49:01 +0100
commit3086bf1668249803cd847d158901087a708bcb7a (patch)
tree553d3650e706a6719718f0298ef17c3490587664 /examples/models/models_bone_socket.c
parentbd6c0bab44549f0ca69cddfa3f9101ccce3728a2 (diff)
downloadraylib-3086bf1668249803cd847d158901087a708bcb7a.tar.gz
raylib-3086bf1668249803cd847d158901087a708bcb7a.zip
Update models_bone_socket.c
Diffstat (limited to 'examples/models/models_bone_socket.c')
-rw-r--r--examples/models/models_bone_socket.c179
1 files changed, 88 insertions, 91 deletions
diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c
index c454cf31..0e046327 100644
--- a/examples/models/models_bone_socket.c
+++ b/examples/models/models_bone_socket.c
@@ -15,14 +15,12 @@
#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
@@ -37,49 +35,57 @@ int main(void)
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
+ 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
- Model characterModel = LoadModel("greenman.glb");
+ Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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
- unsigned int animsCount = 0;
+ int animsCount = 0;
unsigned int animIndex = 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
- int boneSocketIndex[BONE_SOCKETS] = {-1, -1, -1};
+ 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) {
+ for (int i = 0; i < characterModel.boneCount; i++)
+ {
+ if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
+ {
boneSocketIndex[BONE_SOCKET_HAT] = i;
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;
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;
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
@@ -92,32 +98,23 @@ int main(void)
// 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];
- }
+
+ // 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;
+ animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
@@ -125,44 +122,44 @@ int main(void)
//----------------------------------------------------------------------------------
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();
//----------------------------------------------------------------------------------
@@ -172,9 +169,9 @@ int main(void)
//--------------------------------------------------------------------------------------
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
- }
+
+ // Unload equipment model and meshes/material
+ for (unsigned short i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------