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/*******************************************************************************************
*
* 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);
}
}