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/******************************************************************************************* |
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* |
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* raylib [models] example - Plane rotations (pitch, roll, yaw) |
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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 based on Berni work on Raspberry Pi: |
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* http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order |
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* |
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* Copyright (c) 2017 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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//---------------------------------------------------------------------------------- |
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// Main entry point |
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//---------------------------------------------------------------------------------- |
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int main() |
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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 (pitch, roll, yaw)"); |
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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.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture |
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GenTextureMipmaps(&model.material.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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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); |
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//-------------------------------------------------------------------------------------- |
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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 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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// 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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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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// 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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Begin3dMode(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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End3dMode(); |
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// Draw 2D GUI stuff |
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DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED); |
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DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN); |
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DrawAngleGauge(texAngleGauge, 300, 80, 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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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(FormatText("%5.1f°", angle), x - MeasureText(FormatText("%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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} |