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