| @ -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); | |||||
| } | |||||