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authorRay <[email protected]>2017-09-30 00:45:03 +0200
committerRay <[email protected]>2017-09-30 00:45:03 +0200
commit639f41cf5412affbe85439e318205cf855716114 (patch)
tree137a85d0e8fe846a4544632344f625c031a599f2 /examples/models/models_yaw_pitch_roll.c
parent541dceb87b718fc66de5ad988d14e868ed428727 (diff)
downloadraylib-639f41cf5412affbe85439e318205cf855716114.tar.gz
raylib-639f41cf5412affbe85439e318205cf855716114.zip
Renamed example file
Diffstat (limited to 'examples/models/models_yaw_pitch_roll.c')
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diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c
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+/*******************************************************************************************
+*
+* raylib [models] example - Plane rotations (yaw, pitch, roll)
+*
+* This example has been created using raylib 1.8 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example based on Berni work on Raspberry Pi:
+* http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order
+*
+* Copyright (c) 2017 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+// Draw angle gauge controls
+void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
+
+//----------------------------------------------------------------------------------
+// Main entry point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
+
+ Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
+ Texture2D texBackground = LoadTexture("resources/background.png");
+ Texture2D texPitch = LoadTexture("resources/pitch.png");
+ Texture2D texPlane = LoadTexture("resources/plane.png");
+
+ RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
+
+ // Model loading
+ Model model = LoadModel("resources/plane.obj"); // Load OBJ model
+ model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
+
+ GenTextureMipmaps(&model.material.maps[MAP_DIFFUSE].texture);
+
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
+ camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 30.0f; // Camera field-of-view Y
+
+ float pitch = 0.0f;
+ float roll = 0.0f;
+ float yaw = 0.0f;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Plane roll (x-axis) controls
+ if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
+ else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
+ else
+ {
+ if (roll > 0.0f) roll -= 0.5f;
+ else if (roll < 0.0f) roll += 0.5f;
+ }
+
+ // Plane yaw (y-axis) controls
+ if (IsKeyDown(KEY_S)) yaw += 1.0f;
+ else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
+ else
+ {
+ if (yaw > 0.0f) yaw -= 0.5f;
+ else if (yaw < 0.0f) yaw += 0.5f;
+ }
+
+ // Plane pitch (z-axis) controls
+ if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
+ else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
+ else
+ {
+ if (pitch > 0.3f) pitch -= 0.3f;
+ else if (pitch < -0.3f) pitch += 0.3f;
+ }
+
+ // Wraps the phase of an angle to fit between -180 and +180 degrees
+ int pitchOffset = pitch;
+ while (pitchOffset > 180) pitchOffset -= 360;
+ while (pitchOffset < -180) pitchOffset += 360;
+ pitchOffset *= 10;
+
+ Matrix transform = MatrixIdentity();
+
+ transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
+ transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
+ transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
+
+ model.transform = transform;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw framebuffer texture (Ahrs Display)
+ int centerX = framebuffer.texture.width/2;
+ int centerY = framebuffer.texture.height/2;
+ float scaleFactor = 0.5f;
+
+ BeginTextureMode(framebuffer);
+
+ BeginBlendMode(BLEND_ALPHA);
+
+ DrawTexturePro(texBackground, (Rectangle){0,0,texBackground.width, texBackground.height},
+ (Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
+ (Vector2){texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor}, roll, WHITE);
+
+ DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
+ (Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
+ (Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
+
+ DrawTexturePro(texPlane, (Rectangle){0,0,texPlane.width, texPlane.height },
+ (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
+ (Vector2){texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
+
+ EndBlendMode();
+
+ EndTextureMode();
+
+ // Draw 3D model (recomended to draw 3D always before 2D)
+ Begin3dMode(camera);
+
+ DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
+ DrawGrid(10, 10.0f);
+
+ End3dMode();
+
+ // Draw 2D GUI stuff
+ DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED);
+ DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN);
+ DrawAngleGauge(texAngleGauge, 300, 80, yaw, "yaw", SKYBLUE);
+
+ DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
+ DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
+ DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
+ DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
+ DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
+
+ // Draw framebuffer texture
+ DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
+ (Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
+
+ DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload all loaded data
+ UnloadModel(model);
+
+ UnloadRenderTexture(framebuffer);
+
+ UnloadTexture(texAngleGauge);
+ UnloadTexture(texBackground);
+ UnloadTexture(texPitch);
+ UnloadTexture(texPlane);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+// Draw angle gauge controls
+void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
+{
+ Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
+ Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
+ Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
+ int textSize = 20;
+
+ DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
+
+ DrawText(FormatText("%5.1f�", angle), x - MeasureText(FormatText("%5.1f�", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
+ DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
+} \ No newline at end of file