| @ -0,0 +1,198 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [models] example - Plane rotations (pitch, roll, yaw) | |||
| * | |||
| * 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 (pitch, roll, yaw)"); | |||
| 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 | |||
| 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 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; | |||
| // 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; | |||
| } | |||
| 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) | |||
| Begin3dMode(camera); | |||
| DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture | |||
| DrawGrid(10, 10.0f); | |||
| End3dMode(); | |||
| // Draw 2D GUI stuff | |||
| DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED); | |||
| DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN); | |||
| DrawAngleGauge(texAngleGauge, 300, 80, 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); | |||
| } | |||