Renamed some models examples for consistency

This commit is contained in:
Ray
2026-02-23 01:43:53 +01:00
parent 542333b6d3
commit ae6d34a731
15 changed files with 795 additions and 102 deletions

View File

@ -60,25 +60,25 @@ int main(void)
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
// indices of bones for sockets
// Indices of bones for sockets
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
// search bones for sockets
for (int i = 0; i < characterModel.boneCount; i++)
// Search bones for sockets
for (int i = 0; i < characterModel.skeleton.boneCount; i++)
{
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hat"))
{
boneSocketIndex[BONE_SOCKET_HAT] = i;
continue;
}
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hand_R"))
{
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
continue;
}
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hand_L"))
{
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
continue;
@ -115,7 +115,7 @@ int main(void)
// Update model animation
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
animCurrentFrame = (animCurrentFrame + 1)%anim.keyframeCount;
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
@ -137,8 +137,8 @@ int main(void)
{
if (!showEquip[i]) continue;
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
Transform *transform = &anim.keyframePoses[animCurrentFrame][boneSocketIndex[i]];
Quaternion inRotation = characterModel.skeleton.bindPose[boneSocketIndex[i]].rotation;
Quaternion outRotation = transform->rotation;
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)