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- /*******************************************************************************************
- *
- * raylib [core] example - quat conversions
- *
- * Welcome to raylib!
- *
- * generally you should really stick to eulers OR quats...
- * This tests that various conversions are equivilant.
- *
- * You can find all basic examples on [C:\raylib\raylib\examples] directory and
- * raylib official webpage: [www.raylib.com]
- *
- * Enjoy using raylib. :)
- *
- * This example has been created using raylib 1.0 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "raymath.h"
-
- #ifndef PI2
- #define PI2 PI*2
- #endif
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
-
- Camera3D camera = { 0 };
- camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera mode type
-
- Mesh msh = GenMeshCylinder(.2, 1, 32);
- Model mod = LoadModelFromMesh(msh);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- Quaternion q1;
- Matrix m1,m2,m3,m4;
- Vector3 v1,v2;
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- if (!IsKeyDown(KEY_SPACE)) {
- v1.x += 0.01;
- v1.y += 0.03;
- v1.z += 0.05;
- }
-
- if (v1.x > PI2) v1.x-=PI2;
- if (v1.y > PI2) v1.y-=PI2;
- if (v1.z > PI2) v1.z-=PI2;
-
- q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
- m1 = MatrixRotateZYX(v1);
- m2 = QuaternionToMatrix(q1);
-
- q1 = QuaternionFromMatrix(m1);
- m3 = QuaternionToMatrix(q1);
-
- v2 = QuaternionToEuler(q1);
- v2.x*=DEG2RAD; v2.y*=DEG2RAD; v2.z*=DEG2RAD;
-
- m4 = MatrixRotateZYX(v2);
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
-
- mod.transform = m1;
- DrawModel(mod, (Vector3){-1,0,0},1.0,RED);
- mod.transform = m2;
- DrawModel(mod, (Vector3){1,0,0},1.0,RED);
- mod.transform = m3;
- DrawModel(mod, (Vector3){0,0,0},1.0,RED);
- mod.transform = m4;
- DrawModel(mod, (Vector3){0,0,-1},1.0,RED);
-
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- if (v2.x<0) v2.x+=PI2;
- if (v2.y<0) v2.y+=PI2;
- if (v2.z<0) v2.z+=PI2;
-
- Color cx,cy,cz;
- cx=cy=cz=BLACK;
- if (v1.x == v2.x) cx = GREEN;
- if (v1.y == v2.y) cy = GREEN;
- if (v1.z == v2.z) cz = GREEN;
-
- DrawText(TextFormat("%2.3f",v1.x),20,20,20,cx);
- DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy);
- DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz);
-
-
- DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx);
- DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy);
- DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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