/******************************************************************************************* * * 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 contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2017 Berni (@Berni8k) and 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); int main(void) { // 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.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture GenTextureMipmaps(&model.materials[0].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 camera.type = CAMERA_PERSPECTIVE; // Camera type float pitch = 0.0f; float roll = 0.0f; float yaw = 0.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop 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 done with multiplication to combine rotations Matrix transform = MatrixIdentity(); transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll)); transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch)); transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw)); model.transform = transform; */ // matrix created from multiple axes at once model.transform = MatrixRotateXYZ((Vector3){DEG2RAD*pitch,DEG2RAD*yaw,DEG2RAD*roll}); //---------------------------------------------------------------------------------- // 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) BeginMode3D(camera); DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture DrawGrid(10, 10.0f); EndMode3D(); // Draw 2D GUI stuff DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED); DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN); DrawAngleGauge(texAngleGauge, 300, 70, 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 UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture); 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); }