raylib-go/examples/models/yaw_pitch_roll/main.go
2025-06-22 17:48:18 -04:00

113 lines
3.5 KiB
Go

/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
package main
import rl "git.terah.dev/UnrealXR/raylib-go/raylib"
const (
screenWidth = 800
screenHeight = 450
)
func main() {
//SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI)
title := "raylib [models] example - plane rotations (yaw, pitch, roll)"
rl.InitWindow(screenWidth, screenHeight, title)
camera := rl.Camera{
Position: rl.Vector3{
Y: 50.0,
Z: -120.0,
}, // Camera position perspective
Target: rl.Vector3{}, // Camera looking at point
Up: rl.Vector3{Y: 1.0}, // Camera up vector (rotation towards target)
Fovy: 30.0, // Camera field-of-view Y
Projection: rl.CameraPerspective, // Camera type
}
model := rl.LoadModel("plane.obj") // Load model
texture := rl.LoadTexture("plane_diffuse.png") // Load model texture
rl.SetMaterialTexture(model.Materials, rl.MapDiffuse, texture) // Set map diffuse texture
var pitch, roll, yaw float32
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
// Main game loop
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Update
// Plane pitch (x-axis) controls
pitch = controlPlane(pitch, 0.6, rl.KeyDown, rl.KeyUp)
// Plane yaw (y-axis) controls
roll = controlPlane(roll, 1.0, rl.KeyLeft, rl.KeyRight)
// Plane roll (z-axis) controls
yaw = controlPlane(yaw, 1.0, rl.KeyA, rl.KeyS)
// Transformation matrix for rotations
rotationV := rl.Vector3{
X: rl.Deg2rad * pitch,
Y: rl.Deg2rad * yaw,
Z: rl.Deg2rad * roll,
}
model.Transform = rl.MatrixRotateXYZ(rotationV)
// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
// Draw 3D model (recommended to draw 3D always before 2D)
rl.BeginMode3D(camera)
// Draw 3d model with texture
rl.DrawModel(model, rl.Vector3{Y: -8.0}, 1.0, rl.White)
rl.DrawGrid(10, 10.0)
rl.EndMode3D()
// Draw controls info
rl.DrawRectangle(30, 370, 260, 70, rl.Fade(rl.Green, 0.5))
rl.DrawRectangleLines(30, 370, 260, 70, rl.Fade(rl.DarkGreen, 0.5))
rl.DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, rl.DarkGray)
rl.DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, rl.DarkGray)
rl.DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, rl.DarkGray)
rl.DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth-240, screenHeight-20, 10, rl.DarkGray)
rl.EndDrawing()
}
// De-Initialization
rl.UnloadModel(model) // Unload model data
rl.UnloadTexture(texture) // Unload texture data
rl.CloseWindow() // Close window and OpenGL context
}
func controlPlane(ctrl, value float32, key1, key2 int32) float32 {
if rl.IsKeyDown(key1) {
ctrl -= value
} else if rl.IsKeyDown(key2) {
ctrl += value
} else {
if ctrl > 0.0 {
ctrl -= value / 2
} else if ctrl < 0.0 {
ctrl += value / 2
}
}
return ctrl
}