/******************************************************************************************* * * raylib [models] example - Plane rotations (yaw, pitch, roll) * * Example originally created with raylib 1.8, last time updated with raylib 4.0 * * Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2017-2024 Berni (@Berni8k) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" // Required for: MatrixRotateXYZ() //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; //SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI); InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)"); Camera camera = { 0 }; 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.projection = CAMERA_PERSPECTIVE; // Camera type Model model = LoadModel("resources/models/obj/plane.obj"); // Load model Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture float pitch = 0.0f; float roll = 0.0f; float yaw = 0.0f; 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 //---------------------------------------------------------------------------------- // Plane pitch (x-axis) controls if (IsKeyDown(KEY_DOWN)) pitch += 0.6f; else if (IsKeyDown(KEY_UP)) pitch -= 0.6f; else { if (pitch > 0.3f) pitch -= 0.3f; else if (pitch < -0.3f) pitch += 0.3f; } // Plane yaw (y-axis) controls if (IsKeyDown(KEY_S)) yaw -= 1.0f; else if (IsKeyDown(KEY_A)) yaw += 1.0f; else { if (yaw > 0.0f) yaw -= 0.5f; else if (yaw < 0.0f) yaw += 0.5f; } // Plane roll (z-axis) controls if (IsKeyDown(KEY_LEFT)) roll -= 1.0f; else if (IsKeyDown(KEY_RIGHT)) roll += 1.0f; else { if (roll > 0.0f) roll -= 0.5f; else if (roll < 0.0f) roll += 0.5f; } // Tranformation matrix for rotations model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll }); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw 3D model (recomended to draw 3D always before 2D) BeginMode3D(camera); DrawModel(model, (Vector3){ 0.0f, -8.0f, 0.0f }, 1.0f, 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); DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model data UnloadTexture(texture); // Unload texture data CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }