284 lines
11 KiB
C
284 lines
11 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - rlgl module usage with push/pop matrix transformations
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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* Copyright (c) 2019 Aldrin Martoq (@aldrinmartoq)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#define MAX_BODY_CHILDREN 10
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float rotationSpeed = 0.2;
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// A celestial body that has children bodies orbiting around
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typedef struct Body {
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const char *label; // label of the body, for ex: moon
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float radius; // object radius
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float orbitRadius; // orbit average radius
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float orbitPeriod; // time the body takes to do a full loop
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Color color; // color of the body
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float orbitPosition; // current orbit position
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Vector2 labelPosition; // label position in screen
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struct Body *children[MAX_BODY_CHILDREN]; // children array
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int childrenCount; // children count
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} Body;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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Body CreateBody(float radius, float orbitRadius, float orbitPeriod, Color color, const char *label); // Initializes a new Body with the given parameters
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void AddBodyChildren(Body *parent, Body *children); // Add a children body to the parent body
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void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation
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void DrawBody(Body *body, Camera *camera); // Draw body and its children, updating labelPosition
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void DrawLabels(Body *body); // Draw body label and its children labels
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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const char *text;
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bool gridEnabled = true;
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bool helpEnabled = false;
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bool labelEnabled = true;
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bool cameraParametersEnabled = true;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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SetCameraMode(camera, CAMERA_FREE);
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// Create Bodies
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Body sun = CreateBody(0.2, 0.0, 0, GOLD, "sun");
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Body moon = CreateBody(0.05, 0.200, 24, GRAY, "moon");
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Body mercury = CreateBody(0.05, 0.396, 90, GRAY, "mercury");
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Body venus = CreateBody(0.05, 0.723, 210, MAGENTA, "venus");
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Body earth = CreateBody(0.05, 1.000, 365, BLUE, "earth");
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Body mars = CreateBody(0.05, 1.523, 690, RED, "mars");
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Body jupiter = CreateBody(0.05, 5.200, 4260, BROWN, "jupiter");
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Body saturn = CreateBody(0.05, 9.532, 10620, GREEN, "saturn");
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Body uranus = CreateBody(0.05, 19.180, 30270, SKYBLUE, "uranus");
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Body neptune = CreateBody(0.05, 30.056, 59370, PURPLE, "neptune");
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Body pluto = CreateBody(0.05, 39.463, 89310, DARKGREEN, "pluto");
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AddBodyChildren(&sun, &mercury);
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AddBodyChildren(&sun, &venus);
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AddBodyChildren(&sun, &earth);
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AddBodyChildren(&sun, &mars);
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AddBodyChildren(&sun, &jupiter);
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AddBodyChildren(&sun, &saturn);
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AddBodyChildren(&sun, &uranus);
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AddBodyChildren(&sun, &neptune);
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AddBodyChildren(&sun, &pluto);
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AddBodyChildren(&earth, &moon);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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if (IsKeyPressed(KEY_G)) {
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gridEnabled = !gridEnabled;
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}
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if (IsKeyPressed(KEY_H)) {
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helpEnabled = !helpEnabled;
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}
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if (IsKeyPressed(KEY_L)) {
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labelEnabled = !labelEnabled;
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}
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if (IsKeyPressed(KEY_P)) {
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cameraParametersEnabled = !cameraParametersEnabled;
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}
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if (IsKeyPressed(KEY_LEFT)) {
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rotationSpeed -= 0.1;
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}
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if (IsKeyPressed(KEY_RIGHT)) {
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rotationSpeed += 0.1;
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawBody(&sun, &camera);
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// Some reference elements (not affected by previous matrix transformations)
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if (gridEnabled) {
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DrawGrid(80, 1.0f);
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}
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EndMode3D();
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if (labelEnabled) {
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DrawLabels(&sun);
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}
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DrawText("FULL SOLAR SYSTEM", 400, 10, 20, MAROON);
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text = FormatText("SPEED: %2.2f", rotationSpeed);
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DrawText(text, 1024 / 2 - MeasureText(text, 20) / 2, 30, 20, MAROON);
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if (cameraParametersEnabled) {
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text = FormatText("Camera\nposition: [%3.3f, %3.3f, %3.3f]\ntarget: [%3.3f, %3.3f, %3.3f]\nup: [%3.3f, %3.3f, %3.3f]",
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camera.position.x, camera.position.y, camera.position.z,
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camera.target.x, camera.target.y, camera.target.z,
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camera.up.x, camera.up.y, camera.up.z);
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DrawText(text, 10, 50, 20, MAROON);
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}
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if (helpEnabled) {
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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);
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} else {
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DrawText("press [h] for help", 1016 - MeasureText("press [h] for help", 20), 740, 20, MAROON);
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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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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// Module Functions Definitions (local)
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//--------------------------------------------------------------------------------------------
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// Creates a new body
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Body CreateBody(float radius, float orbitRadius, float orbitPeriod, Color color, const char *label)
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{
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Body body;
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body.label = label;
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body.radius = radius;
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body.orbitRadius = orbitRadius;
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body.orbitPeriod = orbitPeriod;
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body.color = color;
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body.childrenCount = 0;
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body.orbitPosition = 0.0;
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return body;
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}
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void AddBodyChildren(Body *parent, Body *children) {
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if (parent->childrenCount >= MAX_BODY_CHILDREN) {
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TraceLog(LOG_ERROR, "BODY HAS TOO MANY CHILDREN");
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} else {
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parent->children[parent->childrenCount] = children;
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parent->childrenCount++;
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}
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}
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// Draw body and its children
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void DrawBody(Body *body, Camera *camera)
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{
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rlPushMatrix();
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rlScalef(body->radius, body->radius, body->radius); // Scale Sun
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DrawSphereBasic(body->color); // Draw the body
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rlPopMatrix();
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body->labelPosition = GetWorldToScreen((Vector3) { body->orbitRadius, body->radius, 0.0 }, *camera);
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for (int i = 0; i < body->childrenCount; i++) {
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Body *child = body->children[i];
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child->orbitPosition += rotationSpeed * 360 / child->orbitPeriod;
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rlPushMatrix();
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rlRotatef(child->orbitPosition, 0.0, 1.0, 0.0);
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rlTranslatef(child->orbitRadius, 0.0, 0.0);
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rlRotatef(-child->orbitPosition, 0.0, 1.0, 0.0);
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DrawBody(child, camera);
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rlPopMatrix();
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DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, child->orbitRadius, (Vector3){ 1.0f, 0.0f, 0.0f }, 90.0f, child->color);
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}
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}
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// Draw body label and its children labels
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void DrawLabels(Body *body)
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{
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DrawText(body->label, body->labelPosition.x - MeasureText(body->label, 20) / 2, body->labelPosition.y, 20, BLACK);
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for (int i = 0; i < body->childrenCount; i++) {
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Body *child = body->children[i];
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DrawLabels(child);
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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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void DrawSphereBasic(Color color)
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{
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int rings = 16;
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int slices = 16;
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < (rings + 2); i++)
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{
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for (int j = 0; j < slices; j++)
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{
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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}
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}
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rlEnd();
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}
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