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/*******************************************************************************************
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*
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* raylib [models] example - Plane rotations (yaw, pitch, roll)
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*
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* Example originally created with raylib 1.8, last time updated with raylib 4.0
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*
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* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2017-2024 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h" // Required for: MatrixRotateXYZ()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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//SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 50.0f, -120.0f };// Camera position perspective
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 30.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera type
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Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
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Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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float pitch = 0.0f;
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float roll = 0.0f;
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float yaw = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Plane pitch (x-axis) controls
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if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
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else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
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else
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{
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if (pitch > 0.3f) pitch -= 0.3f;
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else if (pitch < -0.3f) pitch += 0.3f;
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}
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// Plane yaw (y-axis) controls
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if (IsKeyDown(KEY_S)) yaw -= 1.0f;
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else if (IsKeyDown(KEY_A)) yaw += 1.0f;
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else
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{
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if (yaw > 0.0f) yaw -= 0.5f;
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else if (yaw < 0.0f) yaw += 0.5f;
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}
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// Plane roll (z-axis) controls
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if (IsKeyDown(KEY_LEFT)) roll -= 1.0f;
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else if (IsKeyDown(KEY_RIGHT)) roll += 1.0f;
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else
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{
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if (roll > 0.0f) roll -= 0.5f;
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else if (roll < 0.0f) roll += 0.5f;
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}
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// Tranformation matrix for rotations
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model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll });
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw 3D model (recomended to draw 3D always before 2D)
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BeginMode3D(camera);
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DrawModel(model, (Vector3){ 0.0f, -8.0f, 0.0f }, 1.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 10.0f);
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EndMode3D();
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// Draw controls info
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DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
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DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
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DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
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DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
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DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
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DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model data
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UnloadTexture(texture); // Unload texture data
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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