Create models_third_person

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PompPenguin 2019-06-06 18:18:50 -04:00
parent dee602464b
commit a821ec6ca2

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/*******************************************************************************************
*
* raylib [models] example - Third Person Camera
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5) and @PompPenguin
*
*
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example - models_third_person");
// Define the camera to look into our 3d world
Camera camera = {{ 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Model model = LoadModel("resources/models/turret.obj"); // Load default model obj
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_THIRD_PERSON); // Set a third person camera mode
//Used for camera forward
Vector3 CameraPerspective = { 0.0f, 0.0f, 0.0f };
//Used for Vector3 calculations
Vector3 tempVec3 = { 0.0f, 0.0f, 0.0f };
//Used for camera right
Vector3 v3Right ={ 0.0f, 0.0f, 0.0f };
//Rotation
float angle = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
camera.target = (Vector3){ position.x, position.y, position.z };
camera.position = (Vector3){ position.x, position.y, position.z };
UpdateCamera(&camera);
//Get the camera foward
CameraPerspective = Vector3Subtract(camera.position,camera.target);
//Move model and rotate Y axis in Cardinal Directions
if (IsKeyDown(KEY_W)){
//Move based on camera forward
tempVec3 = Vector3Multiply(Vector3Negate(CameraPerspective),1.0f);
tempVec3 = Vector3Multiply(tempVec3,GetFrameTime());
position = Vector3Add(position, (Vector3){tempVec3.x,0.0f,tempVec3.z});
//rotate the model
angle = atan2 (CameraPerspective.z, CameraPerspective.x);
model.transform = MatrixRotateY(angle);
}
if (IsKeyDown(KEY_A)){
//Get right of camera forward
v3Right = Vector3CrossProduct(camera.up,CameraPerspective);
//Move based on camera forward
tempVec3 = Vector3Multiply(Vector3Negate(v3Right),1.0f);
tempVec3 = Vector3Multiply(tempVec3,GetFrameTime());
position = Vector3Add(position, (Vector3){tempVec3.x,0.0f,tempVec3.z});
//rotate the model
angle = atan2 (-(v3Right.z), -(v3Right.x));
model.transform = MatrixRotateY(angle);
}
if (IsKeyDown(KEY_D)){
//Get right of camera forward
v3Right = Vector3CrossProduct(camera.up,CameraPerspective);
//Move based on camera forward
tempVec3 = Vector3Multiply(v3Right,1.0f);
tempVec3 = Vector3Multiply(tempVec3,GetFrameTime());
position = Vector3Add(position, (Vector3){tempVec3.x,0.0f,tempVec3.z});
//rotate the model
angle = atan2 (v3Right.z, v3Right.x);
model.transform = MatrixRotateY(angle);
}
if (IsKeyDown(KEY_S)){
//Move based on camera forward
tempVec3 = Vector3Multiply(CameraPerspective,1.0f);
tempVec3 = Vector3Multiply(tempVec3,GetFrameTime());
position = Vector3Add(position, (Vector3){tempVec3.x,0.0f,tempVec3.z});
//rotate the model
CameraPerspective = Vector3Negate(CameraPerspective);
angle = atan2 (CameraPerspective.z, CameraPerspective.x);
model.transform = MatrixRotateY(angle);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
DrawGrid(20.0, 10.0); // Draw a grid
EndMode3D();
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model
UnloadTexture(texture); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}