/*******************************************************************************************
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*
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* raylib [core] example - quat conversions
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*
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* Welcome to raylib!
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*
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* generally you should really stick to eulers OR quats...
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* This tests that various conversions are equivilant.
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*
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* You can find all basic examples on [C:\raylib\raylib\examples] directory and
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* raylib official webpage: [www.raylib.com]
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*
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* Enjoy using raylib. :)
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2013-2020 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"
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#ifndef PI2
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#define PI2 PI*2
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#endif
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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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InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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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 = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Mesh msh = GenMeshCylinder(.2, 1, 32);
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Model mod = LoadModelFromMesh(msh);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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Quaternion q1;
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Matrix m1,m2,m3,m4;
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Vector3 v1,v2;
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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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if (!IsKeyDown(KEY_SPACE)) {
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v1.x += 0.01;
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v1.y += 0.03;
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v1.z += 0.05;
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}
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if (v1.x > PI2) v1.x-=PI2;
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if (v1.y > PI2) v1.y-=PI2;
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if (v1.z > PI2) v1.z-=PI2;
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q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
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m1 = MatrixRotateZYX(v1);
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m2 = QuaternionToMatrix(q1);
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q1 = QuaternionFromMatrix(m1);
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m3 = QuaternionToMatrix(q1);
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v2 = QuaternionToEuler(q1);
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v2.x*=DEG2RAD; v2.y*=DEG2RAD; v2.z*=DEG2RAD;
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m4 = MatrixRotateZYX(v2);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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mod.transform = m1;
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DrawModel(mod, (Vector3){-1,0,0},1.0,RED);
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mod.transform = m2;
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DrawModel(mod, (Vector3){1,0,0},1.0,RED);
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mod.transform = m3;
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DrawModel(mod, (Vector3){0,0,0},1.0,RED);
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mod.transform = m4;
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DrawModel(mod, (Vector3){0,0,-1},1.0,RED);
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DrawGrid(10, 1.0f);
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EndMode3D();
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if (v2.x<0) v2.x+=PI2;
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if (v2.y<0) v2.y+=PI2;
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if (v2.z<0) v2.z+=PI2;
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Color cx,cy,cz;
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cx=cy=cz=BLACK;
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if (v1.x == v2.x) cx = GREEN;
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if (v1.y == v2.y) cy = GREEN;
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if (v1.z == v2.z) cz = GREEN;
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DrawText(TextFormat("%2.3f",v1.x),20,20,20,cx);
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DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy);
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DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz);
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DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx);
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DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy);
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DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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