raylib/examples/models/models_rlgl_full_solar_system.c

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2019-07-15 19:26:47 +03:00
/*******************************************************************************************
*
* 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 = 1024;
const int screenHeight = 768;
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);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// 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);
// 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();
}