/******************************************************************************************* * * raylib [core] example - quat conversions * * Welcome to raylib! * * generally you should really stick to eulers OR quats... * This tests that various conversions are equivilant. * * You can find all basic examples on [C:\raylib\raylib\examples] directory and * raylib official webpage: [www.raylib.com] * * Enjoy using raylib. :) * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #ifndef PI2 #define PI2 PI*2 #endif 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.type = CAMERA_PERSPECTIVE; // Camera mode type Mesh msh = GenMeshCylinder(.2, 1, 32); Model mod = LoadModelFromMesh(msh); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- Quaternion q1; Matrix m1,m2,m3,m4; Vector3 v1,v2; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update if (!IsKeyDown(KEY_SPACE)) { v1.x += 0.01; v1.y += 0.03; v1.z += 0.05; } if (v1.x > PI2) v1.x-=PI2; if (v1.y > PI2) v1.y-=PI2; if (v1.z > PI2) v1.z-=PI2; q1 = QuaternionFromEuler(v1.x, v1.y, v1.z); m1 = MatrixRotateZYX(v1); m2 = QuaternionToMatrix(q1); q1 = QuaternionFromMatrix(m1); m3 = QuaternionToMatrix(q1); v2 = QuaternionToEuler(q1); v2.x*=DEG2RAD; v2.y*=DEG2RAD; v2.z*=DEG2RAD; m4 = MatrixRotateZYX(v2); // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); mod.transform = m1; DrawModel(mod, (Vector3){-1,0,0},1.0,RED); mod.transform = m2; DrawModel(mod, (Vector3){1,0,0},1.0,RED); mod.transform = m3; DrawModel(mod, (Vector3){0,0,0},1.0,RED); mod.transform = m4; DrawModel(mod, (Vector3){0,0,-1},1.0,RED); DrawGrid(10, 1.0f); EndMode3D(); if (v2.x<0) v2.x+=PI2; if (v2.y<0) v2.y+=PI2; if (v2.z<0) v2.z+=PI2; Color cx,cy,cz; cx=cy=cz=BLACK; if (v1.x == v2.x) cx = GREEN; if (v1.y == v2.y) cy = GREEN; if (v1.z == v2.z) cz = GREEN; DrawText(TextFormat("%2.3f",v1.x),20,20,20,cx); DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy); DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz); DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx); DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy); DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }