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| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/core/core_quat_conversion.c | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/core/core_quat_conversion.c')
| -rw-r--r-- | examples/core/core_quat_conversion.c | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c index a7ea8247..cca6f01e 100644 --- a/examples/core/core_quat_conversion.c +++ b/examples/core/core_quat_conversion.c @@ -26,7 +26,7 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions"); - + Camera3D camera = { 0 }; camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point @@ -34,9 +34,9 @@ int main(void) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera mode type - Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); + Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); Model model = LoadModelFromMesh(mesh); - + // Some required variables Quaternion q1 = { 0 }; Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 }; @@ -44,7 +44,7 @@ int main(void) SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -60,28 +60,28 @@ int main(void) 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; - + + v2 = QuaternionToEuler(q1); + v2.x *= DEG2RAD; + v2.y *= DEG2RAD; + v2.z *= DEG2RAD; + m4 = MatrixRotateZYX(v2); //-------------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); - + BeginMode3D(camera); model.transform = m1; @@ -94,19 +94,19 @@ int main(void) 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); @@ -122,7 +122,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model data (mesh and materials) - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
