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| author | Ray <[email protected]> | 2017-09-30 00:45:03 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-09-30 00:45:03 +0200 |
| commit | 639f41cf5412affbe85439e318205cf855716114 (patch) | |
| tree | 137a85d0e8fe846a4544632344f625c031a599f2 /examples/models/models_yaw_pitch_roll.c | |
| parent | 541dceb87b718fc66de5ad988d14e868ed428727 (diff) | |
| download | raylib-639f41cf5412affbe85439e318205cf855716114.tar.gz raylib-639f41cf5412affbe85439e318205cf855716114.zip | |
Renamed example file
Diffstat (limited to 'examples/models/models_yaw_pitch_roll.c')
| -rw-r--r-- | examples/models/models_yaw_pitch_roll.c | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c new file mode 100644 index 00000000..2bae2bf8 --- /dev/null +++ b/examples/models/models_yaw_pitch_roll.c @@ -0,0 +1,198 @@ +/******************************************************************************************* +* +* 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); +}
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