1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
|
#include "gyroscope.h"
#include "game.h"
#include "assets.h"
#include "world.h"
void initGyroscope(Gyroscope * gyroscope) {
resetGyroscopePosition(gyroscope);
gyroscope->camera = (Camera3D){
.fovy = 45.0,
.projection = CAMERA_PERSPECTIVE,
.target = Vector3Zero(),
};
gyroscope->texture = LoadRenderTexture(
GYROSCOPE_TEXTURE_SIZE,
GYROSCOPE_TEXTURE_SIZE
);
}
void closeGyroscope(Gyroscope * gyroscope) {
UnloadRenderTexture(gyroscope->texture);
}
void resetGyroscopePosition(Gyroscope * gyroscope) {
float width = GetScreenWidth();
float height = GetScreenHeight();
// Set position on screen.
gyroscope->position = (Vector2){
(width / 2.0) - (GYROSCOPE_TEXTURE_SIZE / 2.0),
height / 1.8
};
}
void updateGyroscopeRotation(Entity * player, Gyroscope * gyroscope) {
// Instead of rotating the gyroscope ball we rotate the camera around it.
gyroscope->camera.position = Vector3Scale(
Vector3RotateByQuaternion((Vector3){0.0, 0.0, 1.0}, player->rotation),
GYROSCOPE_CAMERA_DISTANCE
);
gyroscope->camera.up = Vector3RotateByQuaternion((Vector3){0.0, 1.0, 0.0}, player->rotation);
}
void drawGyroscope(Game * game, Gyroscope * gyroscope) {
Entity * player = getEntityFromWorld(game->world, 0);
updateGyroscopeRotation(player, gyroscope);
// Get model
Model model = game->assets.models[GYROSCOPE_ASSET];
// Draw this mother fucker.
BeginTextureMode(gyroscope->texture);
ClearBackground((Color){0x0, 0x0, 0x0, 0x0});
BeginMode3D(gyroscope->camera);
// This this fucker!!!
DrawModel(model, Vector3Zero(), 1, WHITE);
EndMode3D();
EndTextureMode();
// Draw render texture.
DrawTextureV(gyroscope->texture.texture, gyroscope->position, GYROSCOPE_TEXTURE_COLOR);
// Top to bottom.
DrawLineEx(
(Vector2){
gyroscope->position.x + (GYROSCOPE_TEXTURE_SIZE / 2.0),
gyroscope->position.y,
},
(Vector2){
gyroscope->position.x + (GYROSCOPE_TEXTURE_SIZE / 2.0),
gyroscope->position.y + GYROSCOPE_TEXTURE_SIZE,
},
GYROSCOPE_LINE_THICKNESS,
SKYBLUE
);
// Left to right.
DrawLineEx(
(Vector2){
gyroscope->position.x,
gyroscope->position.y + (GYROSCOPE_TEXTURE_SIZE / 2.0),
},
(Vector2){
gyroscope->position.x + GYROSCOPE_TEXTURE_SIZE,
gyroscope->position.y + (GYROSCOPE_TEXTURE_SIZE / 2.0),
},
GYROSCOPE_LINE_THICKNESS,
YELLOW
);
}
|