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raylib-cs/Examples/Models/SolarSystem.cs
2026-07-07 23:29:25 +02:00

219 lines
8.4 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - rlgl solar system
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: This example uses [rlgl] module functionality (pseudo-OpenGL 1.1 style coding)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* 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) 2018-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public partial class SolarSystem : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const float sunRadius = 4.0f;
private const float earthRadius = 0.6f;
private const float earthOrbitRadius = 8.0f;
private const float moonRadius = 0.16f;
private const float moonOrbitRadius = 1.5f;
public string Name => "Models / Solar System";
public string Title => "raylib [models] example - rlgl solar system";
private Camera3D camera;
private float rotationSpeed;
private float earthRotation;
private float earthOrbitRotation;
private float moonRotation;
private float moonOrbitRotation;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(16.0f, 16.0f, 16.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
rotationSpeed = 0.2f; // General system rotation speed
earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
moonRotation = 0.0f; // Rotation of moon around itself
moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
earthRotation += (5.0f * rotationSpeed);
earthOrbitRotation += (365 / 360.0f * (5.0f * rotationSpeed) * rotationSpeed);
moonRotation += (2.0f * rotationSpeed);
moonOrbitRotation += (8.0f * rotationSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
Rlgl.PushMatrix();
// Scale Sun
Rlgl.Scalef(sunRadius, sunRadius, sunRadius);
// Draw the Sun
DrawSphereBasic(Color.Gold);
Rlgl.PopMatrix();
Rlgl.PushMatrix();
// Rotation for Earth orbit around Sun
Rlgl.Rotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f);
// Translation for Earth orbit
Rlgl.Translatef(earthOrbitRadius, 0.0f, 0.0f);
Rlgl.PushMatrix();
// Rotation for Earth itself
Rlgl.Rotatef(earthRotation, 0.25f, 1.0f, 0.0f);
// Scale Earth
Rlgl.Scalef(earthRadius, earthRadius, earthRadius);
// Draw the Earth
DrawSphereBasic(Color.Blue);
Rlgl.PopMatrix();
// Rotation for Moon orbit around Earth
Rlgl.Rotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f);
// Translation for Moon orbit
Rlgl.Translatef(moonOrbitRadius, 0.0f, 0.0f);
// Rotation for Moon itself
Rlgl.Rotatef(moonRotation, 0.0f, 1.0f, 0.0f);
// Scale Moon
Rlgl.Scalef(moonRadius, moonRadius, moonRadius);
// Draw the Moon
DrawSphereBasic(Color.LightGray);
Rlgl.PopMatrix();
// Some reference elements (not affected by previous matrix transformations)
DrawCircle3D(
new Vector3(0.0f, 0.0f, 0.0f),
earthOrbitRadius,
new Vector3(1, 0, 0),
90.0f,
Fade(Color.Red, 0.5f)
);
DrawGrid(20, 1.0f);
EndMode3D();
DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, Color.Maroon);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
// Draw sphere without any matrix transformation
// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
private static void DrawSphereBasic(Color color)
{
var rings = 16;
var slices = 16;
Rlgl.Begin(DrawMode.Triangles);
Rlgl.Color4ub(color.R, color.G, color.B, color.A);
for (var i = 0; i < (rings + 2); i++)
{
for (var j = 0; j < slices; j++)
{
Rlgl.Vertex3f(
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * i)),
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Cos(DEG2RAD * (j * 360 / slices))
);
Rlgl.Vertex3f(
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Sin(DEG2RAD * ((j + 1) * 360 / slices)),
MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))),
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Cos(DEG2RAD * ((j + 1) * 360 / slices))
);
Rlgl.Vertex3f(
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))),
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Cos(DEG2RAD * (j * 360 / slices))
);
Rlgl.Vertex3f(
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * i)),
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Cos(DEG2RAD * (j * 360 / slices))
);
Rlgl.Vertex3f(
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i))) * MathF.Sin(DEG2RAD * ((j + 1) * 360 / slices)),
MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i))),
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i))) * MathF.Cos(DEG2RAD * ((j + 1) * 360 / slices))
);
Rlgl.Vertex3f(
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Sin(DEG2RAD * ((j + 1) * 360 / slices)),
MathF.Sin(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))),
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * (i + 1))) * MathF.Cos(DEG2RAD * ((j + 1) * 360 / slices))
);
}
}
Rlgl.End();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl solar system");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new SolarSystem();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}