c32ae480af
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
201 lines
8.4 KiB
C
201 lines
8.4 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - Plane rotations (yaw, pitch, roll)
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2017 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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// Draw angle gauge controls
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void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
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Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
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Texture2D texBackground = LoadTexture("resources/background.png");
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Texture2D texPitch = LoadTexture("resources/pitch.png");
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Texture2D texPlane = LoadTexture("resources/plane.png");
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RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
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// Model loading
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Model model = LoadModel("resources/plane.obj"); // Load OBJ model
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model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
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GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
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camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 30.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera type
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float pitch = 0.0f;
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float roll = 0.0f;
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float yaw = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Plane roll (x-axis) controls
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if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
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else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
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else
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{
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if (roll > 0.0f) roll -= 0.5f;
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else if (roll < 0.0f) roll += 0.5f;
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}
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// Plane yaw (y-axis) controls
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if (IsKeyDown(KEY_S)) yaw += 1.0f;
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else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
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else
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{
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if (yaw > 0.0f) yaw -= 0.5f;
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else if (yaw < 0.0f) yaw += 0.5f;
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}
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// Plane pitch (z-axis) controls
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if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
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else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
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else
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{
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if (pitch > 0.3f) pitch -= 0.3f;
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else if (pitch < -0.3f) pitch += 0.3f;
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}
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// Wraps the phase of an angle to fit between -180 and +180 degrees
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int pitchOffset = pitch;
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while (pitchOffset > 180) pitchOffset -= 360;
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while (pitchOffset < -180) pitchOffset += 360;
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pitchOffset *= 10;
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/* matrix transform done with multiplication to combine rotations
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Matrix transform = MatrixIdentity();
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transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
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transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
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transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
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model.transform = transform;
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*/
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// matrix created from multiple axes at once
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model.transform = MatrixRotateXYZ((Vector3){DEG2RAD*pitch,DEG2RAD*yaw,DEG2RAD*roll});
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw framebuffer texture (Ahrs Display)
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int centerX = framebuffer.texture.width/2;
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int centerY = framebuffer.texture.height/2;
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float scaleFactor = 0.5f;
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BeginTextureMode(framebuffer);
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BeginBlendMode(BLEND_ALPHA);
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DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
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(Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
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(Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
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DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
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(Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
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(Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
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DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
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(Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
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(Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
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EndBlendMode();
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EndTextureMode();
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// Draw 3D model (recomended to draw 3D always before 2D)
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BeginMode3D(camera);
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DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 10.0f);
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EndMode3D();
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// Draw 2D GUI stuff
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DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
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DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
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DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
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DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
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DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
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DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
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DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
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// Draw framebuffer texture
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DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
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(Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
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DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload all loaded data
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UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture);
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UnloadModel(model);
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UnloadRenderTexture(framebuffer);
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UnloadTexture(texAngleGauge);
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UnloadTexture(texBackground);
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UnloadTexture(texPitch);
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UnloadTexture(texPlane);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Draw angle gauge controls
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void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
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{
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Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
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Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
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Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
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int textSize = 20;
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DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
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DrawText(TextFormat("%5.1f", angle), x - MeasureText(TextFormat("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
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DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
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}
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