/******************************************************************************************* * * 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; } }