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https://github.com/raylib-cs/raylib-cs
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Update/merge examples back into main repo (#192)
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196
Examples/Models/SolarSystem.cs
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196
Examples/Models/SolarSystem.cs
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/*******************************************************************************************
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*
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* raylib [models] example - rlgl module usage with push/pop matrix transformations
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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*
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* This example has been created using raylib 2.5 (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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* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class SolarSystem
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{
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public static int Main()
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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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const float sunRadius = 4.0f;
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const float earthRadius = 0.6f;
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const float earthOrbitRadius = 8.0f;
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const float moonRadius = 0.16f;
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const float moonOrbitRadius = 1.5f;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(16.0f, 16.0f, 16.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
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// General system rotation speed
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float rotationSpeed = 0.2f;
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// Rotation of earth around itself (days) in degrees
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float earthRotation = 0.0f;
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// Rotation of earth around the Sun (years) in degrees
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float earthOrbitRotation = 0.0f;
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// Rotation of moon around itself
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float moonRotation = 0.0f;
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// Rotation of moon around earth in degrees
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float moonOrbitRotation = 0.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
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earthRotation += (5.0f * rotationSpeed);
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earthOrbitRotation += (365 / 360.0f * (5.0f * rotationSpeed) * rotationSpeed);
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moonRotation += (2.0f * rotationSpeed);
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moonOrbitRotation += (8.0f * rotationSpeed);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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BeginMode3D(camera);
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Rlgl.PushMatrix();
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// Scale Sun
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Rlgl.Scalef(sunRadius, sunRadius, sunRadius);
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// Draw the Sun
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DrawSphereBasic(Color.GOLD);
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Rlgl.PopMatrix();
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Rlgl.PushMatrix();
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// Rotation for Earth orbit around Sun
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Rlgl.Rotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f);
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// Translation for Earth orbit
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Rlgl.Translatef(earthOrbitRadius, 0.0f, 0.0f);
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// Rotation for Earth orbit around Sun inverted
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Rlgl.Rotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f);
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Rlgl.PushMatrix();
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// Rotation for Earth itself
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Rlgl.Rotatef(earthRotation, 0.25f, 1.0f, 0.0f);
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// Scale Earth
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Rlgl.Scalef(earthRadius, earthRadius, earthRadius);
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// Draw the Earth
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DrawSphereBasic(Color.BLUE);
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Rlgl.PopMatrix();
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// Rotation for Moon orbit around Earth
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Rlgl.Rotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f);
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// Translation for Moon orbit
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Rlgl.Translatef(moonOrbitRadius, 0.0f, 0.0f);
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// Rotation for Moon orbit around Earth inverted
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Rlgl.Rotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f);
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// Rotation for Moon itself
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Rlgl.Rotatef(moonRotation, 0.0f, 1.0f, 0.0f);
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// Scale Moon
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Rlgl.Scalef(moonRadius, moonRadius, moonRadius);
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// Draw the Moon
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DrawSphereBasic(Color.LIGHTGRAY);
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Rlgl.PopMatrix();
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// Some reference elements (not affected by previous matrix transformations)
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DrawCircle3D(
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new Vector3(0.0f, 0.0f, 0.0f),
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earthOrbitRadius,
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new Vector3(1, 0, 0),
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90.0f,
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ColorAlpha(Color.RED, 0.5f)
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);
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DrawGrid(20, 1.0f);
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EndMode3D();
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DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, Color.MAROON);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Draw sphere without any matrix transformation
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// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
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static void DrawSphereBasic(Color color)
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{
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int rings = 16;
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int slices = 16;
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Rlgl.Begin(DrawMode.TRIANGLES);
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Rlgl.Color4ub(color.R, color.G, color.B, color.A);
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for (int i = 0; i < (rings + 2); i++)
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{
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for (int j = 0; j < slices; j++)
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{
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Rlgl.Vertex3f(
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
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MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * i)),
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Cos(DEG2RAD * (j * 360 / slices))
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);
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Rlgl.Vertex3f(
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Sin(DEG2RAD * ((j + 1) * 360 / slices)),
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MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))),
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Cos(DEG2RAD * ((j + 1) * 360 / slices))
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);
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Rlgl.Vertex3f(
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
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MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))),
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Cos(DEG2RAD * (j * 360 / slices))
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);
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Rlgl.Vertex3f(
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
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MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * i)),
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Cos(DEG2RAD * (j * 360 / slices))
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);
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Rlgl.Vertex3f(
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i))) * MathF.Sin(DEG2RAD * ((j + 1) * 360 / slices)),
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MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i))),
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i))) * MathF.Cos(DEG2RAD * ((j + 1) * 360 / slices))
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);
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Rlgl.Vertex3f(
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Sin(DEG2RAD * ((j + 1) * 360 / slices)),
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MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))),
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MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Cos(DEG2RAD * ((j + 1) * 360 / slices))
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);
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}
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}
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Rlgl.End();
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}
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}
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