diff options
Diffstat (limited to 'examples/web/core/core_quat_conversion.c')
| -rw-r--r-- | examples/web/core/core_quat_conversion.c | 161 |
1 files changed, 0 insertions, 161 deletions
diff --git a/examples/web/core/core_quat_conversion.c b/examples/web/core/core_quat_conversion.c deleted file mode 100644 index 5ce966d..0000000 --- a/examples/web/core/core_quat_conversion.c +++ /dev/null @@ -1,161 +0,0 @@ -/******************************************************************************************* -* -* raylib [core] example - quat conversions -* -* Generally you should really stick to eulers OR quats... -* This tests that various conversions are equivalent. -* -* This example has been created using raylib 3.5 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) -* -* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" -#include "raymath.h" - -#if defined(PLATFORM_WEB) - #include <emscripten/emscripten.h> -#endif - -#define MAX_BUILDINGS 100 - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -const int screenWidth = 800; -const int screenHeight = 450; - -Camera3D camera = { 0 }; - -Model model = { 0 }; - -// Some required variables -Quaternion q1 = { 0 }; -Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 }; -Vector3 v1 = { 0 }, v2 = { 0 }; - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void); // Update and Draw one frame - -//---------------------------------------------------------------------------------- -// Program Main Entry Point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); - - camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) - camera.fovy = 45.0f; // Camera field-of-view Y - camera.projection = CAMERA_PERSPECTIVE; // Camera modele type - - Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); - model = LoadModelFromMesh(mesh); - -#if defined(PLATFORM_WEB) - emscripten_set_main_loop(UpdateDrawFrame, 60, 1); -#else - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - UpdateDrawFrame(); - } -#endif - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadModel(model); // Unload model data (mesh and materials) - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- -void UpdateDrawFrame(void) -{ - // Update - //---------------------------------------------------------------------------------- - if (!IsKeyDown(KEY_SPACE)) - { - v1.x += 0.01f; - v1.y += 0.03f; - v1.z += 0.05f; - } - - if (v1.x > PI*2) v1.x -= PI*2; - if (v1.y > PI*2) v1.y -= PI*2; - if (v1.z > PI*2) v1.z -= PI*2; - - q1 = QuaternionFromEuler(v1.x, v1.y, v1.z); - m1 = MatrixRotateZYX(v1); - m2 = QuaternionToMatrix(q1); - - q1 = QuaternionFromMatrix(m1); - m3 = QuaternionToMatrix(q1); - - v2 = QuaternionToEuler(q1); - v2.x *= DEG2RAD; - v2.y *= DEG2RAD; - v2.z *= DEG2RAD; - - m4 = MatrixRotateZYX(v2); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginMode3D(camera); - - model.transform = m1; - DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED); - model.transform = m2; - DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED); - model.transform = m3; - DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED); - model.transform = m4; - DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED); - - DrawGrid(10, 1.0f); - - EndMode3D(); - - if (v2.x < 0) v2.x += PI*2; - if (v2.y < 0) v2.y += PI*2; - if (v2.z < 0) v2.z += PI*2; - - Color cx,cy,cz; - cx = cy = cz = BLACK; - if (v1.x == v2.x) cx = GREEN; - if (v1.y == v2.y) cy = GREEN; - if (v1.z == v2.z) cz = GREEN; - - DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx); - DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy); - DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz); - - DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx); - DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy); - DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz); - - EndDrawing(); - //---------------------------------------------------------------------------------- -}
\ No newline at end of file |
