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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

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tiger tiger tiger 2026-07-17 08:22:54 +02:00
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/*******************************************************************************************
*
* raylib [models] example - bone socket
*
* Example complexity rating: [] 4/4
*
* 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) 2024-2025 iP (@ipzaur)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Models;
public partial class BoneSocket : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int BoneSockets = 3;
private const int BoneSocketHat = 0;
private const int BoneSocketHandR = 1;
private const int BoneSocketHandL = 2;
public string Name => "Models / Bone Socket";
public string Title => "raylib [models] example - bone socket";
public bool CursorDisabled => true;
private Camera3D camera;
private Model characterModel;
private Model[] equipModel;
private bool[] showEquip;
private int animsCount;
private int animIndex;
private int animCurrentFrame;
private unsafe ModelAnimation* modelAnimations;
private int[] boneSocketIndex;
private Vector3 position;
private int angle;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Load gltf model
characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
equipModel = new Model[BoneSockets]
{
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
};
showEquip = new bool[3] { true, true, true }; // Toggle on/off equip
// Load gltf model animations
animsCount = 0;
animIndex = 0;
animCurrentFrame = 0;
modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animsCount);
// Indices of bones for sockets
boneSocketIndex = new int[BoneSockets] { -1, -1, -1 };
// Search bones for sockets
for (var i = 0; i < characterModel.Skeleton.BoneCount; i++)
{
var boneName = characterModel.Skeleton.Bones[i].NameToString();
if (boneName == "socket_hat")
{
boneSocketIndex[BoneSocketHat] = i;
continue;
}
if (boneName == "socket_hand_R")
{
boneSocketIndex[BoneSocketHandR] = i;
continue;
}
if (boneName == "socket_hand_L")
{
boneSocketIndex[BoneSocketHandL] = i;
continue;
}
}
position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
angle = 0; // Set angle for rotate character
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.ThirdPerson);
// Rotate character
if (IsKeyDown(KeyboardKey.F))
{
angle = (angle + 1) % 360;
}
else if (IsKeyDown(KeyboardKey.H))
{
angle = (360 + angle - 1) % 360;
}
// Select current animation
if (IsKeyPressed(KeyboardKey.T))
{
animIndex = (animIndex + 1) % animsCount;
}
else if (IsKeyPressed(KeyboardKey.G))
{
animIndex = (animIndex + animsCount - 1) % animsCount;
}
// Toggle shown of equip
if (IsKeyPressed(KeyboardKey.One))
{
showEquip[BoneSocketHat] = !showEquip[BoneSocketHat];
}
if (IsKeyPressed(KeyboardKey.Two))
{
showEquip[BoneSocketHandR] = !showEquip[BoneSocketHandR];
}
if (IsKeyPressed(KeyboardKey.Three))
{
showEquip[BoneSocketHandL] = !showEquip[BoneSocketHandL];
}
// Update model animation
var anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1) % anim.KeyFrameCount;
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw character
var characterRotate = QuaternionFromAxisAngle(new 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 (var i = 0; i < BoneSockets; i++)
{
if (!showEquip[i])
{
continue;
}
var transform = &anim.KeyframePoses[animCurrentFrame][boneSocketIndex[i]];
var inRotation = characterModel.Skeleton.BindPose[boneSocketIndex[i]].Rotation;
var outRotation = transform->Rotation;
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
var rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
var 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));
// Transform the socket using the transform of the character (angle and translate)
matrixTransform = MatrixMultiply(matrixTransform, characterModel.Transform);
// 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, Color.Gray);
DrawText("Use the F/H to rotate character left/right", 10, 35, 20, Color.Gray);
DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public unsafe void Unload()
{
UnloadModelAnimations(modelAnimations, animsCount);
UnloadModel(characterModel); // Unload character model and meshes/material
// Unload equipment model and meshes/material
for (var i = 0; i < BoneSockets; i++)
{
UnloadModel(equipModel[i]);
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new BoneSocket();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}