Removed big examples
|
@ -1,283 +0,0 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib [models] example - rlgl module usage with push/pop matrix transformations
|
|
||||||
*
|
|
||||||
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
|
|
||||||
*
|
|
||||||
* 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) 2018 Ramon Santamaria (@raysan5)
|
|
||||||
* Copyright (c) 2019 Aldrin Martoq (@aldrinmartoq)
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
|
||||||
|
|
||||||
#include "raylib.h"
|
|
||||||
#include "rlgl.h"
|
|
||||||
|
|
||||||
#define MAX_BODY_CHILDREN 10
|
|
||||||
float rotationSpeed = 0.2;
|
|
||||||
|
|
||||||
// A celestial body that has children bodies orbiting around
|
|
||||||
typedef struct Body {
|
|
||||||
const char *label; // label of the body, for ex: moon
|
|
||||||
float radius; // object radius
|
|
||||||
float orbitRadius; // orbit average radius
|
|
||||||
float orbitPeriod; // time the body takes to do a full loop
|
|
||||||
Color color; // color of the body
|
|
||||||
float orbitPosition; // current orbit position
|
|
||||||
Vector2 labelPosition; // label position in screen
|
|
||||||
struct Body *children[MAX_BODY_CHILDREN]; // children array
|
|
||||||
int childrenCount; // children count
|
|
||||||
} Body;
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Module Functions Declaration
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
Body CreateBody(float radius, float orbitRadius, float orbitPeriod, Color color, const char *label); // Initializes a new Body with the given parameters
|
|
||||||
void AddBodyChildren(Body *parent, Body *children); // Add a children body to the parent body
|
|
||||||
void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation
|
|
||||||
void DrawBody(Body *body, Camera *camera); // Draw body and its children, updating labelPosition
|
|
||||||
void DrawLabels(Body *body); // Draw body label and its children labels
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Program main entry point
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
int main(void)
|
|
||||||
{
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
const int screenWidth = 800;
|
|
||||||
const int screenHeight = 450;
|
|
||||||
const char *text;
|
|
||||||
bool gridEnabled = true;
|
|
||||||
bool helpEnabled = false;
|
|
||||||
bool labelEnabled = true;
|
|
||||||
bool cameraParametersEnabled = true;
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
|
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
|
||||||
Camera camera = { 0 };
|
|
||||||
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
|
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
||||||
camera.fovy = 45.0f;
|
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FREE);
|
|
||||||
|
|
||||||
// Create Bodies
|
|
||||||
Body sun = CreateBody(0.2, 0.0, 0, GOLD, "sun");
|
|
||||||
Body moon = CreateBody(0.05, 0.200, 24, GRAY, "moon");
|
|
||||||
Body mercury = CreateBody(0.05, 0.396, 90, GRAY, "mercury");
|
|
||||||
Body venus = CreateBody(0.05, 0.723, 210, MAGENTA, "venus");
|
|
||||||
Body earth = CreateBody(0.05, 1.000, 365, BLUE, "earth");
|
|
||||||
Body mars = CreateBody(0.05, 1.523, 690, RED, "mars");
|
|
||||||
Body jupiter = CreateBody(0.05, 5.200, 4260, BROWN, "jupiter");
|
|
||||||
Body saturn = CreateBody(0.05, 9.532, 10620, GREEN, "saturn");
|
|
||||||
Body uranus = CreateBody(0.05, 19.180, 30270, SKYBLUE, "uranus");
|
|
||||||
Body neptune = CreateBody(0.05, 30.056, 59370, PURPLE, "neptune");
|
|
||||||
Body pluto = CreateBody(0.05, 39.463, 89310, DARKGREEN, "pluto");
|
|
||||||
|
|
||||||
AddBodyChildren(&sun, &mercury);
|
|
||||||
AddBodyChildren(&sun, &venus);
|
|
||||||
AddBodyChildren(&sun, &earth);
|
|
||||||
AddBodyChildren(&sun, &mars);
|
|
||||||
AddBodyChildren(&sun, &jupiter);
|
|
||||||
AddBodyChildren(&sun, &saturn);
|
|
||||||
AddBodyChildren(&sun, &uranus);
|
|
||||||
AddBodyChildren(&sun, &neptune);
|
|
||||||
AddBodyChildren(&sun, &pluto);
|
|
||||||
|
|
||||||
AddBodyChildren(&earth, &moon);
|
|
||||||
|
|
||||||
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
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
UpdateCamera(&camera);
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_G)) {
|
|
||||||
gridEnabled = !gridEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_H)) {
|
|
||||||
helpEnabled = !helpEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_L)) {
|
|
||||||
labelEnabled = !labelEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_P)) {
|
|
||||||
cameraParametersEnabled = !cameraParametersEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_LEFT)) {
|
|
||||||
rotationSpeed -= 0.1;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_RIGHT)) {
|
|
||||||
rotationSpeed += 0.1;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
BeginMode3D(camera);
|
|
||||||
|
|
||||||
DrawBody(&sun, &camera);
|
|
||||||
|
|
||||||
// Some reference elements (not affected by previous matrix transformations)
|
|
||||||
if (gridEnabled) {
|
|
||||||
DrawGrid(80, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
EndMode3D();
|
|
||||||
|
|
||||||
if (labelEnabled) {
|
|
||||||
DrawLabels(&sun);
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawText("FULL SOLAR SYSTEM", 400, 10, 20, MAROON);
|
|
||||||
text = FormatText("SPEED: %2.2f", rotationSpeed);
|
|
||||||
DrawText(text, 1024 / 2 - MeasureText(text, 20) / 2, 30, 20, MAROON);
|
|
||||||
|
|
||||||
if (cameraParametersEnabled) {
|
|
||||||
text = FormatText("Camera\nposition: [%3.3f, %3.3f, %3.3f]\ntarget: [%3.3f, %3.3f, %3.3f]\nup: [%3.3f, %3.3f, %3.3f]",
|
|
||||||
camera.position.x, camera.position.y, camera.position.z,
|
|
||||||
camera.target.x, camera.target.y, camera.target.z,
|
|
||||||
camera.up.x, camera.up.y, camera.up.z);
|
|
||||||
DrawText(text, 10, 50, 20, MAROON);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (helpEnabled) {
|
|
||||||
DrawText("Keys:\n- [g] toggle grid\n- [h] toggle help\n- [l] toggle labels\n- [p] toggle camera parameters\n- [left/right arrows] increase/decrease speed by 0.1", 200, 200, 20, MAROON);
|
|
||||||
} else {
|
|
||||||
DrawText("press [h] for help", 1016 - MeasureText("press [h] for help", 20), 740, 20, MAROON);
|
|
||||||
}
|
|
||||||
DrawFPS(10, 10);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
//--------------------------------------------------------------------------------------------
|
|
||||||
// Module Functions Definitions (local)
|
|
||||||
//--------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Creates a new body
|
|
||||||
Body CreateBody(float radius, float orbitRadius, float orbitPeriod, Color color, const char *label)
|
|
||||||
{
|
|
||||||
Body body;
|
|
||||||
|
|
||||||
body.label = label;
|
|
||||||
body.radius = radius;
|
|
||||||
body.orbitRadius = orbitRadius;
|
|
||||||
body.orbitPeriod = orbitPeriod;
|
|
||||||
body.color = color;
|
|
||||||
body.childrenCount = 0;
|
|
||||||
body.orbitPosition = 0.0;
|
|
||||||
return body;
|
|
||||||
}
|
|
||||||
|
|
||||||
void AddBodyChildren(Body *parent, Body *children) {
|
|
||||||
if (parent->childrenCount >= MAX_BODY_CHILDREN) {
|
|
||||||
TraceLog(LOG_ERROR, "BODY HAS TOO MANY CHILDREN");
|
|
||||||
} else {
|
|
||||||
parent->children[parent->childrenCount] = children;
|
|
||||||
parent->childrenCount++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw body and its children
|
|
||||||
void DrawBody(Body *body, Camera *camera)
|
|
||||||
{
|
|
||||||
rlPushMatrix();
|
|
||||||
rlScalef(body->radius, body->radius, body->radius); // Scale Sun
|
|
||||||
DrawSphereBasic(body->color); // Draw the body
|
|
||||||
rlPopMatrix();
|
|
||||||
|
|
||||||
body->labelPosition = GetWorldToScreen((Vector3) { body->orbitRadius, body->radius, 0.0 }, *camera);
|
|
||||||
|
|
||||||
for (int i = 0; i < body->childrenCount; i++) {
|
|
||||||
Body *child = body->children[i];
|
|
||||||
child->orbitPosition += rotationSpeed * 360 / child->orbitPeriod;
|
|
||||||
rlPushMatrix();
|
|
||||||
rlRotatef(child->orbitPosition, 0.0, 1.0, 0.0);
|
|
||||||
rlTranslatef(child->orbitRadius, 0.0, 0.0);
|
|
||||||
rlRotatef(-child->orbitPosition, 0.0, 1.0, 0.0);
|
|
||||||
|
|
||||||
DrawBody(child, camera);
|
|
||||||
rlPopMatrix();
|
|
||||||
|
|
||||||
DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, child->orbitRadius, (Vector3){ 1.0f, 0.0f, 0.0f }, 90.0f, child->color);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw body label and its children labels
|
|
||||||
void DrawLabels(Body *body)
|
|
||||||
{
|
|
||||||
DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20) / 2, body->labelPosition.y, 20, BLACK);
|
|
||||||
|
|
||||||
for (int i = 0; i < body->childrenCount; i++) {
|
|
||||||
Body *child = body->children[i];
|
|
||||||
|
|
||||||
DrawLabels(child);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Draw sphere without any matrix transformation
|
|
||||||
// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
|
|
||||||
void DrawSphereBasic(Color color)
|
|
||||||
{
|
|
||||||
int rings = 16;
|
|
||||||
int slices = 16;
|
|
||||||
|
|
||||||
rlBegin(RL_TRIANGLES);
|
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
|
||||||
|
|
||||||
for (int i = 0; i < (rings + 2); i++)
|
|
||||||
{
|
|
||||||
for (int j = 0; j < slices; j++)
|
|
||||||
{
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
|
||||||
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
|
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
rlEnd();
|
|
||||||
}
|
|
|
@ -4,7 +4,7 @@
|
||||||
*
|
*
|
||||||
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
|
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 2.2 (www.raylib.com)
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
|
||||||
|
|
|
@ -1,213 +0,0 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib [models] example - full solar system
|
|
||||||
*
|
|
||||||
* 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 Aldrin Martoq (@aldrinmartoq)
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
|
||||||
|
|
||||||
#include "raylib.h"
|
|
||||||
#include "rlgl.h"
|
|
||||||
|
|
||||||
#define MAX_BODY_CHILDREN 10
|
|
||||||
|
|
||||||
float rotationSpeed = 0.2;
|
|
||||||
|
|
||||||
// A celestial body that has children bodies orbiting around
|
|
||||||
typedef struct Body {
|
|
||||||
const char *label; // label of the body, for ex: moon
|
|
||||||
float radius; // object radius
|
|
||||||
float orbitRadius; // orbit average radius
|
|
||||||
float orbitPeriod; // time the body takes to do a full orbit loop
|
|
||||||
float rotationPeriod; // time the body takes to do a full rotation on itself
|
|
||||||
Texture2D texture; // texture of the body
|
|
||||||
Model model; // model of the body
|
|
||||||
float orbitPosition; // current orbit position
|
|
||||||
float rotationPosition; // current rotation position
|
|
||||||
Vector2 labelPosition; // label position in screen
|
|
||||||
struct Body *children[MAX_BODY_CHILDREN]; // children array
|
|
||||||
int childrenCount; // children count
|
|
||||||
} Body;
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Module Functions Declaration
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *label, const char *texture); // Initializes a new Body with the given parameters
|
|
||||||
void AddBodyChildren(Body *parent, Body *children); // Add a children body to the parent body
|
|
||||||
void DrawBody(Body *body, Camera *camera); // Draw body and its children, updating labelPosition
|
|
||||||
void DrawBodyLabel(Body *body); // Draw body label and its children labels
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Program main entry point
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
int main(void)
|
|
||||||
{
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
const int screenWidth = 800;
|
|
||||||
const int screenHeight = 450;
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - solar system");
|
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
|
||||||
Camera camera = { 0 };
|
|
||||||
camera.position = (Vector3){ 20.0f, 12.0f, 20.0f };
|
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
||||||
camera.fovy = 45.0f;
|
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FREE);
|
|
||||||
|
|
||||||
// Create Bodies
|
|
||||||
Body sun = CreateBody(0.2, 0.0, 0, "sun", "2k_sun");
|
|
||||||
Body moon = CreateBody(0.02, 0.200, 24, "moon", "2k_moon");
|
|
||||||
Body mercury = CreateBody(0.05, 0.396, 90, "mercury", "2k_mercury");
|
|
||||||
Body venus = CreateBody(0.05, 0.723, 210, "venus", "2k_venus_atmosphere");
|
|
||||||
Body earth = CreateBody(0.05, 1.000, 365, "earth", "2k_earth_daymap");
|
|
||||||
Body mars = CreateBody(0.05, 1.523, 690, "mars", "2k_mars");
|
|
||||||
Body jupiter = CreateBody(0.05, 5.200, 4260, "jupiter", "2k_jupiter");
|
|
||||||
Body saturn = CreateBody(0.05, 9.532, 10620, "saturn", "2k_saturn");
|
|
||||||
Body uranus = CreateBody(0.05, 19.180, 30270, "uranus", "2k_uranus");
|
|
||||||
Body neptune = CreateBody(0.05, 30.056, 59370, "neptune", "2k_neptune");
|
|
||||||
Body pluto = CreateBody(0.05, 39.463, 89310, "pluto", "2k_eris_fictional");
|
|
||||||
|
|
||||||
AddBodyChildren(&sun, &mercury);
|
|
||||||
AddBodyChildren(&sun, &venus);
|
|
||||||
AddBodyChildren(&sun, &earth);
|
|
||||||
AddBodyChildren(&sun, &mars);
|
|
||||||
// AddBodyChildren(&sun, &jupiter);
|
|
||||||
// AddBodyChildren(&sun, &saturn);
|
|
||||||
// AddBodyChildren(&sun, &uranus);
|
|
||||||
// AddBodyChildren(&sun, &neptune);
|
|
||||||
// AddBodyChildren(&sun, &pluto);
|
|
||||||
|
|
||||||
AddBodyChildren(&earth, &moon);
|
|
||||||
|
|
||||||
bool showHelpMenu = false;
|
|
||||||
bool showBodyLabels = true;
|
|
||||||
|
|
||||||
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
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
UpdateCamera(&camera);
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_H)) showHelpMenu = !showHelpMenu;
|
|
||||||
if (IsKeyPressed(KEY_L)) showBodyLabels = !showBodyLabels;
|
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_LEFT)) rotationSpeed -= 0.1;
|
|
||||||
if (IsKeyPressed(KEY_RIGHT)) rotationSpeed += 0.1;
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
|
||||||
|
|
||||||
BeginMode3D(camera);
|
|
||||||
|
|
||||||
// NOTE: DrawBody calls recusively body childrens
|
|
||||||
DrawBody(&sun, &camera);
|
|
||||||
|
|
||||||
EndMode3D();
|
|
||||||
|
|
||||||
if (showBodyLabels) DrawBodyLabel(&sun);
|
|
||||||
|
|
||||||
DrawText(FormatText("FULL SOLAR SYSTEM - SPEED: %2.2f", rotationSpeed), 120, 10, 20, LIME);
|
|
||||||
|
|
||||||
if (showHelpMenu) DrawText("- [h] Toggle help\n- [l] Toggle labels\n- [left/right arrows] Increase/decrease rotation speed", 10, 40, 10, GREEN);
|
|
||||||
else DrawText("Press [h] for help", 10, 40, 10, GREEN);
|
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
//--------------------------------------------------------------------------------------------
|
|
||||||
// Module Functions Definitions (local)
|
|
||||||
//--------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Creates a new body
|
|
||||||
Body CreateBody(float radius, float orbitRadius, float orbitPeriod, const char *label, const char *texture_name)
|
|
||||||
{
|
|
||||||
Body body = { 0 };
|
|
||||||
Texture2D texture = LoadTexture(FormatText("resources/solar_system/%s.png", texture_name)); // GenImageCellular()
|
|
||||||
|
|
||||||
GenTextureMipmaps(&texture);
|
|
||||||
|
|
||||||
body.label = label;
|
|
||||||
body.radius = radius * 10;
|
|
||||||
body.orbitRadius = orbitRadius * 10;
|
|
||||||
body.orbitPeriod = orbitPeriod;
|
|
||||||
body.model = LoadModel("resources/solar_system/sphere.obj"); // GenMeshSphere()
|
|
||||||
body.model.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
|
||||||
body.childrenCount = 0;
|
|
||||||
body.orbitPosition = 0.0;
|
|
||||||
|
|
||||||
return body;
|
|
||||||
}
|
|
||||||
|
|
||||||
void AddBodyChildren(Body *parent, Body *children)
|
|
||||||
{
|
|
||||||
if (parent->childrenCount >= MAX_BODY_CHILDREN) TraceLog(LOG_ERROR, "ERROR: Body has too many children!");
|
|
||||||
else
|
|
||||||
{
|
|
||||||
parent->children[parent->childrenCount] = children;
|
|
||||||
parent->childrenCount++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw body and its children
|
|
||||||
void DrawBody(Body *body, Camera *camera)
|
|
||||||
{
|
|
||||||
DrawModel(body->model, (Vector3){ 0.0f, 0.0f, 0.0f}, body->radius, WHITE);
|
|
||||||
|
|
||||||
// TODO: labelPosition is not transformed to drawing position
|
|
||||||
body->labelPosition = GetWorldToScreen((Vector3){ body->orbitRadius, body->radius, 0.0 }, *camera);
|
|
||||||
|
|
||||||
for (int i = 0; i < body->childrenCount; i++)
|
|
||||||
{
|
|
||||||
Body *child = body->children[i];
|
|
||||||
child->orbitPosition += rotationSpeed*360/child->orbitPeriod;
|
|
||||||
|
|
||||||
rlPushMatrix();
|
|
||||||
rlRotatef(child->orbitPosition, 0.0, 1.0, 0.0);
|
|
||||||
rlTranslatef(child->orbitRadius, 0.0, 0.0);
|
|
||||||
rlRotatef(-child->orbitPosition, 0.0, 1.0, 0.0);
|
|
||||||
|
|
||||||
DrawBody(child, camera);
|
|
||||||
rlPopMatrix();
|
|
||||||
|
|
||||||
DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, child->orbitRadius, (Vector3){ 1.0f, 0.0f, 0.0f }, 90.0f, GRAY);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw body label and its children labels
|
|
||||||
void DrawBodyLabel(Body *body)
|
|
||||||
{
|
|
||||||
DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20)/2, body->labelPosition.y, 20, WHITE);
|
|
||||||
|
|
||||||
for (int i = 0; i < body->childrenCount; i++)
|
|
||||||
{
|
|
||||||
Body *child = body->children[i];
|
|
||||||
DrawBodyLabel(child);
|
|
||||||
}
|
|
||||||
}
|
|
Before Width: | Height: | Size: 3 MiB |
Before Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 1.4 MiB |
Before Width: | Height: | Size: 743 KiB |
Before Width: | Height: | Size: 3.2 MiB |
Before Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 1.9 MiB |
Before Width: | Height: | Size: 3.7 MiB |
Before Width: | Height: | Size: 2.6 MiB |
Before Width: | Height: | Size: 2 MiB |
Before Width: | Height: | Size: 2.9 MiB |
Before Width: | Height: | Size: 518 KiB |
Before Width: | Height: | Size: 612 KiB |
Before Width: | Height: | Size: 8.5 KiB |
Before Width: | Height: | Size: 400 KiB |
Before Width: | Height: | Size: 689 KiB |
Before Width: | Height: | Size: 2.7 MiB |
Before Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 856 KiB |
Before Width: | Height: | Size: 3 MiB |
|
@ -1,4 +0,0 @@
|
||||||
All textures from Solar System Scope [https://www.solarsystemscope.com/textures/]
|
|
||||||
|
|
||||||
Distributed under Attribution 4.0 International license:
|
|
||||||
You may use, adapt, and share these textures for any purpose, even commercially.
|
|