Review contributed examples

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Ray 2020-11-01 13:39:48 +01:00
parent 5f79ad9765
commit 8e15dae5ed
9 changed files with 129 additions and 145 deletions

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@ -2,29 +2,21 @@
*
* raylib [core] example - quat conversions
*
* Welcome to raylib!
* Generally you should really stick to eulers OR quats...
* This tests that various conversions are equivalent.
*
* generally you should really stick to eulers OR quats...
* This tests that various conversions are equivilant.
*
* You can find all basic examples on [C:\raylib\raylib\examples] directory and
* raylib official webpage: [www.raylib.com]
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
* Example contributed by @chriscamacho and @codifies, reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 @chriscamacho and @codifies
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#ifndef PI2
#define PI2 PI*2
#endif
#include "raymath.h"
int main(void)
{
@ -48,23 +40,25 @@ int main(void)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
Quaternion q1;
Matrix m1,m2,m3,m4;
Vector3 v1,v2;
Quaternion q1;
Matrix m1,m2,m3,m4;
Vector3 v1,v2;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
if (!IsKeyDown(KEY_SPACE)) {
//--------------------------------------------------------------------------------------
if (!IsKeyDown(KEY_SPACE))
{
v1.x += 0.01;
v1.y += 0.03;
v1.z += 0.05;
}
if (v1.x > PI2) v1.x-=PI2;
if (v1.y > PI2) v1.y-=PI2;
if (v1.z > PI2) v1.z-=PI2;
if (v1.x > PI*2) v1.x -= PI*2;
if (v1.y > PI*2) v1.y -= PI*2;
if (v1.z > PI*2) v1.z -= PI*2;
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
m1 = MatrixRotateZYX(v1);
@ -74,10 +68,13 @@ int main(void)
m3 = QuaternionToMatrix(q1);
v2 = QuaternionToEuler(q1);
v2.x*=DEG2RAD; v2.y*=DEG2RAD; v2.z*=DEG2RAD;
v2.x *= DEG2RAD;
v2.y *= DEG2RAD;
v2.z *=DEG2RAD;
m4 = MatrixRotateZYX(v2);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
@ -94,17 +91,16 @@ int main(void)
mod.transform = m4;
DrawModel(mod, (Vector3){0,0,-1},1.0,RED);
DrawGrid(10, 1.0f);
EndMode3D();
if (v2.x<0) v2.x+=PI2;
if (v2.y<0) v2.y+=PI2;
if (v2.z<0) v2.z+=PI2;
if (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
Color cx,cy,cz;
cx=cy=cz=BLACK;
cx = cy = cz = BLACK;
if (v1.x == v2.x) cx = GREEN;
if (v1.y == v2.y) cy = GREEN;
if (v1.z == v2.z) cz = GREEN;
@ -113,7 +109,6 @@ int main(void)
DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy);
DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz);
DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx);
DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy);
DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz);

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