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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
- camera.type = CAMERA_PERSPECTIVE; // Camera type
- 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)
- 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
- 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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