mirror of
https://github.com/raylib-zig/raylib-zig.git
synced 2025-12-06 06:13:08 +00:00
Add bone socket example
This commit is contained in:
parent
0248dc6e98
commit
a1d02a5ec8
@ -358,12 +358,16 @@ pub fn build(b: *std.Build) !void {
|
||||
.path = "examples/textures/textures_image_loading.zig",
|
||||
.desc = "Image loading and texture creation",
|
||||
},
|
||||
|
||||
.{
|
||||
.name = "models_heightmap",
|
||||
.path = "examples/models/models_heightmap.zig",
|
||||
.desc = "Heightmap loading and drawing",
|
||||
},
|
||||
.{
|
||||
.name = "models_bone_socket",
|
||||
.path = "examples/models/models_bone_socket.zig",
|
||||
.desc = "Bone socket",
|
||||
},
|
||||
// .{
|
||||
// .name = "shaders_basic_lighting",
|
||||
// .path = "examples/shaders/shaders_basic_lighting.zig",
|
||||
|
||||
147
examples/models/models_bone_socket.zig
Normal file
147
examples/models/models_bone_socket.zig
Normal file
@ -0,0 +1,147 @@
|
||||
const std = @import("std");
|
||||
const rl = @import("raylib");
|
||||
|
||||
const BONE_SOCKETS = 3;
|
||||
const BONE_SOCKET_HAT = 0;
|
||||
const BONE_SOCKET_HAND_R = 1;
|
||||
const BONE_SOCKET_HAND_L = 2;
|
||||
|
||||
pub fn main() anyerror!void {
|
||||
const screenWidth: i32 = 800;
|
||||
const screenHeight: i32 = 450;
|
||||
|
||||
rl.initWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
|
||||
defer rl.closeWindow();
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
var camera: rl.Camera3D = .{
|
||||
.position = .{ .x = 5.0, .y = 5.0, .z = 5.0 },
|
||||
.target = .{ .x = 0.0, .y = 2.0, .z = 0.0 },
|
||||
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 },
|
||||
.fovy = 45.0,
|
||||
.projection = .perspective,
|
||||
};
|
||||
|
||||
// Load gltf model
|
||||
var characterModel: rl.Model = try rl.loadModel("examples/models/resources/models/gltf/greenman.glb"); // Load character model
|
||||
defer characterModel.unload();
|
||||
const equipModel: [BONE_SOCKETS]rl.Model = .{
|
||||
try rl.loadModel("examples/models/resources/models/gltf/greenman_hat.glb"), // Index for the hat model is the same as BONE_SOCKET_HAT
|
||||
try rl.loadModel("examples/models/resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
|
||||
try rl.loadModel("examples/models/resources/models/gltf/greenman_shield.glb"), // Index for the shield model is the same as BONE_SOCKET_HAND_L
|
||||
};
|
||||
defer for (equipModel) |model| {
|
||||
model.unload();
|
||||
};
|
||||
|
||||
var showEquip: [3]bool = .{ true, true, true }; // Toggle on/off equip
|
||||
|
||||
// Load gltf model animations
|
||||
var animIndex: usize = 0;
|
||||
var animCurrentFrame: i32 = 0;
|
||||
const modelAnimations = try rl.loadModelAnimations("examples/models/resources/models/gltf/greenman.glb");
|
||||
const animsCount = modelAnimations.len;
|
||||
|
||||
// indices of bones for sockets
|
||||
var boneSocketIndex: [BONE_SOCKETS]usize = undefined;
|
||||
|
||||
// search bones for sockets
|
||||
for (0..@as(usize, @intCast(characterModel.boneCount))) |i| {
|
||||
const boneName: [:0]const u8 = @ptrCast(&characterModel.bones[i].name);
|
||||
if (rl.textIsEqual(boneName, "socket_hat")) {
|
||||
boneSocketIndex[BONE_SOCKET_HAT] = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (rl.textIsEqual(boneName, "socket_hand_R")) {
|
||||
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (rl.textIsEqual(boneName, "socket_hand_L")) {
|
||||
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
const position: rl.Vector3 = .zero(); // Set model position
|
||||
var angle: f32 = 0.0; // Set angle for rotate character
|
||||
|
||||
rl.disableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
while (!rl.windowShouldClose()) {
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rl.updateCamera(&camera, .third_person);
|
||||
|
||||
// Rotate character
|
||||
if (rl.isKeyDown(.f)) {
|
||||
angle += 1.0;
|
||||
angle = @mod(angle, 360.0);
|
||||
} else if (rl.isKeyDown(.h)) {
|
||||
angle -= 1.0;
|
||||
angle = @mod(angle, 360.0);
|
||||
}
|
||||
|
||||
// Select current animation
|
||||
if (rl.isKeyPressed(.t)) animIndex = (animIndex + 1) % animsCount else if (rl.isKeyPressed(.g)) animIndex = (animIndex + animsCount - 1) % animsCount;
|
||||
|
||||
// Toggle shown of equip
|
||||
if (rl.isKeyPressed(.one)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
|
||||
if (rl.isKeyPressed(.two)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
|
||||
if (rl.isKeyPressed(.three)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
|
||||
|
||||
// Update model animation
|
||||
const anim = modelAnimations[animIndex];
|
||||
animCurrentFrame = @mod(animCurrentFrame + 1, anim.frameCount);
|
||||
rl.updateModelAnimation(characterModel, anim, animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
{
|
||||
rl.beginDrawing();
|
||||
defer rl.endDrawing();
|
||||
|
||||
rl.clearBackground(.ray_white);
|
||||
{
|
||||
rl.beginMode3D(camera);
|
||||
defer rl.endMode3D();
|
||||
// Draw character
|
||||
const characterRotate: rl.Quaternion = rl.math.quaternionFromAxisAngle(.{ .x = 0.0, .y = 1.0, .z = 0.0 }, angle * std.math.rad_per_deg);
|
||||
characterModel.transform = rl.math.matrixMultiply(rl.math.quaternionToMatrix(characterRotate), rl.math.matrixTranslate(position.x, position.y, position.z));
|
||||
rl.updateModelAnimation(characterModel, anim, animCurrentFrame);
|
||||
rl.drawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
||||
|
||||
// Draw equipments (hat, sword, shield)
|
||||
for (0..BONE_SOCKETS) |i| {
|
||||
if (!showEquip[i]) continue;
|
||||
|
||||
const transform = &anim.framePoses[@intCast(animCurrentFrame)][boneSocketIndex[i]];
|
||||
const inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
|
||||
const outRotation = transform.rotation;
|
||||
|
||||
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
||||
const rotate = rl.math.quaternionMultiply(outRotation, rl.math.quaternionInvert(inRotation));
|
||||
var matrixTransform = rl.math.quaternionToMatrix(rotate);
|
||||
// Translate socket to its position in the current animation
|
||||
matrixTransform = rl.math.matrixMultiply(matrixTransform, rl.math.matrixTranslate(transform.translation.x, transform.translation.y, transform.translation.z));
|
||||
// Transform the socket using the transform of the character (angle and translate)
|
||||
matrixTransform = rl.math.matrixMultiply(matrixTransform, characterModel.transform);
|
||||
|
||||
// Draw mesh at socket position with socket angle rotation
|
||||
rl.drawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
|
||||
}
|
||||
|
||||
rl.drawGrid(10, 1.0);
|
||||
}
|
||||
|
||||
rl.drawText("Use the T/G to switch animation", 10, 10, 20, .gray);
|
||||
rl.drawText("Use the F/H to rotate character left/right", 10, 35, 20, .gray);
|
||||
rl.drawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, .gray);
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
}
|
||||
}
|
||||
5
examples/models/resources/models/gltf/LICENSE
Normal file
5
examples/models/resources/models/gltf/LICENSE
Normal file
@ -0,0 +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/)
|
||||
BIN
examples/models/resources/models/gltf/greenman.glb
Normal file
BIN
examples/models/resources/models/gltf/greenman.glb
Normal file
Binary file not shown.
BIN
examples/models/resources/models/gltf/greenman_hat.glb
Normal file
BIN
examples/models/resources/models/gltf/greenman_hat.glb
Normal file
Binary file not shown.
BIN
examples/models/resources/models/gltf/greenman_shield.glb
Normal file
BIN
examples/models/resources/models/gltf/greenman_shield.glb
Normal file
Binary file not shown.
BIN
examples/models/resources/models/gltf/greenman_sword.glb
Normal file
BIN
examples/models/resources/models/gltf/greenman_sword.glb
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user