* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
215 lines
8.3 KiB
C#
215 lines
8.3 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - rlgl solar system
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: This example uses [rlgl] module functionality (pseudo-OpenGL 1.1 style coding)
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*
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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2018-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Models;
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public partial class SolarSystem : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const float sunRadius = 4.0f;
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private const float earthRadius = 0.6f;
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private const float earthOrbitRadius = 8.0f;
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private const float moonRadius = 0.16f;
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private const float moonOrbitRadius = 1.5f;
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public string Name => "Models / Solar System";
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public string Title => "raylib [models] example - rlgl solar system";
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private Camera3D camera;
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private float rotationSpeed;
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private float earthRotation;
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private float earthOrbitRotation;
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private float moonRotation;
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private float moonOrbitRotation;
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public void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(16.0f, 16.0f, 16.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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rotationSpeed = 0.2f; // General system rotation speed
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earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
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earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
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moonRotation = 0.0f; // Rotation of moon around itself
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moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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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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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 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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Fade(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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public void Unload()
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{
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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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private static void DrawSphereBasic(Color color)
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{
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var rings = 16;
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var 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 (var i = 0; i < (rings + 2); i++)
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{
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for (var 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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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl solar system");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new SolarSystem();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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