/******************************************************************************************* * * 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" 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 > 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); 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 += PI*2; if (v2.y < 0) v2.y += PI*2; if (v2.z < 0) v2.z += PI*2; 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; }