Add bone socket example

This commit is contained in:
maiconpintoabreu 2025-09-27 10:01:10 +01:00 committed by Nikolas
parent 0248dc6e98
commit a1d02a5ec8
7 changed files with 157 additions and 1 deletions

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@ -358,12 +358,16 @@ pub fn build(b: *std.Build) !void {
.path = "examples/textures/textures_image_loading.zig", .path = "examples/textures/textures_image_loading.zig",
.desc = "Image loading and texture creation", .desc = "Image loading and texture creation",
}, },
.{ .{
.name = "models_heightmap", .name = "models_heightmap",
.path = "examples/models/models_heightmap.zig", .path = "examples/models/models_heightmap.zig",
.desc = "Heightmap loading and drawing", .desc = "Heightmap loading and drawing",
}, },
.{
.name = "models_bone_socket",
.path = "examples/models/models_bone_socket.zig",
.desc = "Bone socket",
},
// .{ // .{
// .name = "shaders_basic_lighting", // .name = "shaders_basic_lighting",
// .path = "examples/shaders/shaders_basic_lighting.zig", // .path = "examples/shaders/shaders_basic_lighting.zig",

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@ -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);
//----------------------------------------------------------------------------------
}
}
}

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@ -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/)

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