/******************************************************************************************* * * 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" 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; }