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	c32ae480af
	
	
	
		
			
			This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
		
			
				
	
	
		
			201 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [models] example - Plane rotations (yaw, pitch, roll)
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| *
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| *   This example has been created using raylib 1.8 (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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| *   Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Copyright (c) 2017 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
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| *
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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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| 
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| // Draw angle gauge controls
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| void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
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| 
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|     Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
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|     Texture2D texBackground = LoadTexture("resources/background.png");
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|     Texture2D texPitch = LoadTexture("resources/pitch.png");
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|     Texture2D texPlane = LoadTexture("resources/plane.png");
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| 
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|     RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
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| 
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|     // Model loading
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|     Model model = LoadModel("resources/plane.obj");     // Load OBJ model
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|     model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
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| 
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|     GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
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| 
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|     Camera camera = { 0 };
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|     camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
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|     camera.target = (Vector3){ 0.0f, 12.0f, 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.type = CAMERA_PERSPECTIVE;                   // Camera type
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| 
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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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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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| 
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|         // Plane roll (x-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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| 
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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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| 
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|         // Plane pitch (z-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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| 
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|         // Wraps the phase of an angle to fit between -180 and +180 degrees
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|         int pitchOffset = pitch;
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|         while (pitchOffset > 180) pitchOffset -= 360;
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|         while (pitchOffset < -180) pitchOffset += 360;
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|         pitchOffset *= 10;
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| 
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|         /* matrix transform done with multiplication to combine rotations
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|         Matrix transform = MatrixIdentity();
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| 
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|         transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
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|         transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
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|         transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
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| 
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|         model.transform = transform;
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|         */
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|         // matrix created from multiple axes at once
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|         model.transform = MatrixRotateXYZ((Vector3){DEG2RAD*pitch,DEG2RAD*yaw,DEG2RAD*roll});
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| 
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|         //----------------------------------------------------------------------------------
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             // Draw framebuffer texture (Ahrs Display)
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|             int centerX = framebuffer.texture.width/2;
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|             int centerY = framebuffer.texture.height/2;
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|             float scaleFactor = 0.5f;
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| 
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|             BeginTextureMode(framebuffer);
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| 
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|                 BeginBlendMode(BLEND_ALPHA);
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| 
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|                 DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
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|                                (Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
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|                                (Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
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| 
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|                 DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
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|                                (Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
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|                                (Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
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| 
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|                 DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
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|                                (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
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|                                (Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
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| 
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|                 EndBlendMode();
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| 
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|             EndTextureMode();
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| 
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|             // Draw 3D model (recomended to draw 3D always before 2D)
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|             BeginMode3D(camera);
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| 
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|                 DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE);   // Draw 3d model with texture
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|                 DrawGrid(10, 10.0f);
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| 
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|             EndMode3D();
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| 
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|             // Draw 2D GUI stuff
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|             DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
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|             DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
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|             DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
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| 
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|             DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
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|             DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
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|             DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
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|             DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
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|             DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
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| 
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|             // Draw framebuffer texture
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|             DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
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|                            (Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
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| 
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|             DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Unload all loaded data
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|     UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture);
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|     UnloadModel(model);
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| 
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|     UnloadRenderTexture(framebuffer);
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| 
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|     UnloadTexture(texAngleGauge);
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|     UnloadTexture(texBackground);
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|     UnloadTexture(texPitch);
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|     UnloadTexture(texPlane);
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| 
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|     CloseWindow();        // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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| 
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| // Draw angle gauge controls
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| void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
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| {
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|     Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
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|     Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
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|     Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
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|     int textSize = 20;
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| 
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|     DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
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| 
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|     DrawText(TextFormat("%5.1f", angle), x - MeasureText(TextFormat("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
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|     DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
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| }
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