- /*******************************************************************************************
- *
- * raylib [core] example - quat conversions
- *
- * Generally you should really stick to eulers OR quats...
- * This tests that various conversions are equivalent.
- *
- * This example has been created using raylib 3.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include "raymath.h"
-
- 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.projection = CAMERA_PERSPECTIVE; // Camera mode type
-
- Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
- Model model = LoadModelFromMesh(mesh);
-
- // Some required variables
- Quaternion q1 = { 0 };
- Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
- Vector3 v1 = { 0 }, v2 = { 0 };
-
- 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
- //--------------------------------------------------------------------------------------
- if (!IsKeyDown(KEY_SPACE))
- {
- v1.x += 0.01f;
- v1.y += 0.03f;
- v1.z += 0.05f;
- }
-
- if (v1.x > PI*2) v1.x -= PI*2;
- if (v1.y > PI*2) v1.y -= PI*2;
- if (v1.z > PI*2) v1.z -= PI*2;
-
- 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);
-
- model.transform = m1;
- DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
- model.transform = m2;
- DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
- model.transform = m3;
- DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
- model.transform = m4;
- DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- if (v2.x < 0) v2.x += PI*2;
- if (v2.y < 0) v2.y += PI*2;
- if (v2.z < 0) v2.z += PI*2;
-
- 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
- //--------------------------------------------------------------------------------------
- UnloadModel(model); // Unload model data (mesh and materials)
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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