|
|
@ -1,135 +0,0 @@ |
|
|
|
/******************************************************************************************* |
|
|
|
* |
|
|
|
* 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) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) |
|
|
|
* |
|
|
|
********************************************************************************************/ |
|
|
|
|
|
|
|
#include "raylib.h" |
|
|
|
|
|
|
|
#include "raymath.h" |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Program main entry point |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
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 |
|
|
|
|
|
|
|
// Load a cylinder model for testing |
|
|
|
Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32)); |
|
|
|
|
|
|
|
// Generic quaternion for operations |
|
|
|
Quaternion q1 = { 0 }; |
|
|
|
|
|
|
|
// Transform matrices required to draw 4 cylinders |
|
|
|
Matrix m1 = { 0 }; |
|
|
|
Matrix m2 = { 0 }; |
|
|
|
Matrix m3 = { 0 }; |
|
|
|
Matrix m4 = { 0 }; |
|
|
|
|
|
|
|
// Generic vectors for rotations |
|
|
|
Vector3 v1 = { 0 }; |
|
|
|
Vector3 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 (v2.x < 0) v2.x += PI*2; |
|
|
|
if (v2.y < 0) v2.y += PI*2; |
|
|
|
if (v2.z < 0) v2.z += PI*2; |
|
|
|
|
|
|
|
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); // Angles returned in radians |
|
|
|
|
|
|
|
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(); |
|
|
|
|
|
|
|
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK); |
|
|
|
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK); |
|
|
|
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK); |
|
|
|
|
|
|
|
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK); |
|
|
|
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK); |
|
|
|
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK); |
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
} |
|
|
|
|
|
|
|
// De-Initialization |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
UnloadModel(model); // Unload model data (mesh and materials) |
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
return 0; |
|
|
|
} |