|  |  | @ -14,9 +14,6 @@ | 
		
	
		
			
			|  |  |  | #include "raylib.h" | 
		
	
		
			
			|  |  |  | #include "raymath.h" | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw angle gauge controls | 
		
	
		
			
			|  |  |  | void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | int main(void) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Initialization | 
		
	
	
		
			
				|  |  | @ -26,25 +23,16 @@ int main(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | GenTextureMipmaps(&model.materials[0].maps[MATERIAL_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.position = (Vector3){ 0.0f, 50.0f, -120.0f };// Camera position perspective | 
		
	
		
			
			|  |  |  | 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 = 30.0f;                                // Camera field-of-view Y | 
		
	
		
			
			|  |  |  | camera.type = CAMERA_PERSPECTIVE;                   // Camera type | 
		
	
		
			
			|  |  |  | camera.projection = CAMERA_PERSPECTIVE;             // Camera type | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Model loading | 
		
	
		
			
			|  |  |  | // NOTE: Diffuse map loaded automatically | 
		
	
		
			
			|  |  |  | Model model = LoadModel("resources/plane/plane.gltf"); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float pitch = 0.0f; | 
		
	
		
			
			|  |  |  | float roll = 0.0f; | 
		
	
	
		
			
				|  |  | @ -58,14 +46,13 @@ int main(void) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Update | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Plane roll (x-axis) controls | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_LEFT)) roll += 1.0f; | 
		
	
		
			
			|  |  |  | else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f; | 
		
	
		
			
			|  |  |  | // Plane pitch (x-axis) controls | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_DOWN)) pitch += 0.6f; | 
		
	
		
			
			|  |  |  | else if (IsKeyDown(KEY_UP)) pitch -= 0.6f; | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (roll > 0.0f) roll -= 0.5f; | 
		
	
		
			
			|  |  |  | else if (roll < 0.0f) roll += 0.5f; | 
		
	
		
			
			|  |  |  | if (pitch > 0.3f) pitch -= 0.3f; | 
		
	
		
			
			|  |  |  | else if (pitch < -0.3f) pitch += 0.3f; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Plane yaw (y-axis) controls | 
		
	
	
		
			
				|  |  | @ -77,124 +64,53 @@ int main(void) | 
		
	
		
			
			|  |  |  | else if (yaw < 0.0f) yaw += 0.5f; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Plane pitch (z-axis) controls | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_DOWN)) pitch += 0.6f; | 
		
	
		
			
			|  |  |  | else if (IsKeyDown(KEY_UP)) pitch -= 0.6f; | 
		
	
		
			
			|  |  |  | // Plane roll (z-axis) controls | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_LEFT)) roll += 1.0f; | 
		
	
		
			
			|  |  |  | else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f; | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (pitch > 0.3f) pitch -= 0.3f; | 
		
	
		
			
			|  |  |  | else if (pitch < -0.3f) pitch += 0.3f; | 
		
	
		
			
			|  |  |  | if (roll > 0.0f) roll -= 0.5f; | 
		
	
		
			
			|  |  |  | else if (roll < 0.0f) roll += 0.5f; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // 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; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | /* matrix transform done with multiplication to combine rotations | 
		
	
		
			
			|  |  |  | Matrix transform = MatrixIdentity(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll)); | 
		
	
		
			
			|  |  |  | transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch)); | 
		
	
		
			
			|  |  |  | transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | model.transform = transform; | 
		
	
		
			
			|  |  |  | */ | 
		
	
		
			
			|  |  |  | // matrix created from multiple axes at once | 
		
	
		
			
			|  |  |  | // Tranformation matrix for rotations | 
		
	
		
			
			|  |  |  | model.transform = MatrixRotateXYZ((Vector3){DEG2RAD*pitch,DEG2RAD*yaw,DEG2RAD*roll}); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | BeginDrawing(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | ClearBackground(RAYWHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw framebuffer texture (Ahrs Display) | 
		
	
		
			
			|  |  |  | int centerX = framebuffer.texture.width/2; | 
		
	
		
			
			|  |  |  | int centerY = framebuffer.texture.height/2; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | BeginTextureMode(framebuffer); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | ClearBackground(RAYWHITE); | 
		
	
		
			
			|  |  |  | BeginBlendMode(BLEND_ALPHA); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height }, | 
		
	
		
			
			|  |  |  | (Rectangle){ centerX, centerY, texBackground.width, texBackground.height}, | 
		
	
		
			
			|  |  |  | (Vector2){ texBackground.width/2, texBackground.height/2 + pitchOffset }, roll, WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height }, | 
		
	
		
			
			|  |  |  | (Rectangle){ centerX, centerY, texPitch.width, texPitch.height }, | 
		
	
		
			
			|  |  |  | (Vector2){ texPitch.width/2, texPitch.height/2 + pitchOffset }, roll, WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height }, | 
		
	
		
			
			|  |  |  | (Rectangle){ centerX, centerY, texPlane.width, texPlane.height }, | 
		
	
		
			
			|  |  |  | (Vector2){ texPlane.width/2, texPlane.height/2 }, 0, WHITE); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndBlendMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndTextureMode(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw 3D model (recomended to draw 3D always before 2D) | 
		
	
		
			
			|  |  |  | BeginMode3D(camera); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawModel(model, (Vector3){ i">0, 6.0f, 0 }, 1.0f, WHITE);   // Draw 3d model with texture | 
		
	
		
			
			|  |  |  | DrawModel(model, (Vector3){ 0.0f, 0.0f, 15.0f }, 0.25f, WHITE);   // Draw 3d model with texture | 
		
	
		
			
			|  |  |  | DrawGrid(10, 10.0f); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndMode3D(); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw controls info | 
		
	
		
			
			|  |  |  | DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f)); | 
		
	
		
			
			|  |  |  | DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f)); | 
		
	
		
			
			|  |  |  | DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY); | 
		
	
		
			
			|  |  |  | DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY); | 
		
	
		
			
			|  |  |  | DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw 2D GUI stuff | 
		
	
		
			
			|  |  |  | DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED); | 
		
	
		
			
			|  |  |  | DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN); | 
		
	
		
			
			|  |  |  | DrawAngleGauge(texAngleGauge, 300, 70, 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); | 
		
	
		
			
			|  |  |  | DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | EndDrawing(); | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // De-Initialization | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Unload all loaded data | 
		
	
		
			
			|  |  |  | UnloadTexture(model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture); | 
		
	
		
			
			|  |  |  | UnloadModel(model); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | UnloadRenderTexture(framebuffer); | 
		
	
		
			
			|  |  |  | //-------------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | UnloadModel(model);     // Unload model data | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | UnloadTexture(texAngleGauge); | 
		
	
		
			
			|  |  |  | UnloadTexture(texBackground); | 
		
	
		
			
			|  |  |  | UnloadTexture(texPitch); | 
		
	
		
			
			|  |  |  | UnloadTexture(texPlane); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | CloseWindow();        // Close window and OpenGL context | 
		
	
		
			
			|  |  |  | 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(TextFormat("%5.1f", angle), x - MeasureText(TextFormat("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY); | 
		
	
		
			
			|  |  |  | DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY); | 
		
	
		
			
			|  |  |  | } |