Add ported solar system example

This commit is contained in:
maiconpintoabreu 2025-10-17 15:50:04 +01:00 committed by Nikolas
parent 163b1ef2e9
commit d9933008f5
2 changed files with 158 additions and 0 deletions

View File

@ -373,6 +373,11 @@ pub fn build(b: *std.Build) !void {
.path = "examples/models/models_box_collisions.zig",
.desc = "Box collisions",
},
.{
.name = "models_rlgl_solar_system",
.path = "examples/models/models_rlgl_solar_system.zig",
.desc = "Solar System",
},
// .{
// .name = "shaders_basic_lighting",
// .path = "examples/shaders/shaders_basic_lighting.zig",

View File

@ -0,0 +1,153 @@
const std = @import("std");
const rl = @import("raylib");
const rlgl = rl.gl;
pub fn main() anyerror!void {
const screenWidth: i32 = 800;
const screenHeight: i32 = 450;
const sunRadius = 4.0;
const earthRadius = 0.6;
const earthOrbitRadius = 8.0;
const moonRadius = 0.16;
const moonOrbitRadius = 1.5;
rl.initWindow(screenWidth, screenHeight, "raylib [models] example - rlgl solar system");
// Define the camera to look into our 3d world
var camera: rl.Camera = std.mem.zeroes(rl.Camera);
camera.position = .{ .x = 16.0, .y = 16.0, .z = 16.0 }; // Camera position
camera.target = .{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Camera looking at point
camera.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }; // Camera up vector (rotation towards target)
camera.fovy = 45.0; // Camera field-of-view Y
camera.projection = .perspective; // Camera projection type
const rotationSpeed: f32 = 0.2; // General system rotation speed
var earthRotation: f32 = 0.0; // Rotation of earth around itself (days) in degrees
var earthOrbitRotation: f32 = 0.0; // Rotation of earth around the Sun (years) in degrees
var moonRotation: f32 = 0.0; // Rotation of moon around itself
var moonOrbitRotation: f32 = 0.0; // Rotation of moon around earth in degrees
// De-Initialization
//--------------------------------------------------------------------------------------
defer rl.closeWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
while (!rl.windowShouldClose()) {
// Update
//----------------------------------------------------------------------------------
rl.updateCamera(&camera, .orbital);
earthRotation += (5.0 * rotationSpeed);
earthOrbitRotation += (365.0 / 360.0 * (5.0 * rotationSpeed) * rotationSpeed);
moonRotation += (2.0 * rotationSpeed);
moonOrbitRotation += (8.0 * rotationSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
rlgl.rlPushMatrix();
rlgl.rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun
drawSphereBasic(.gold); // Draw the Sun
rlgl.rlPopMatrix();
rlgl.rlPushMatrix();
rlgl.rlRotatef(earthOrbitRotation, 0.0, 1.0, 0.0); // Rotation for Earth orbit around Sun
rlgl.rlTranslatef(earthOrbitRadius, 0.0, 0.0); // Translation for Earth orbit
rlgl.rlPushMatrix();
rlgl.rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself
rlgl.rlScalef(earthRadius, earthRadius, earthRadius); // Scale Earth
drawSphereBasic(.blue); // Draw the Earth
rlgl.rlPopMatrix();
rlgl.rlRotatef(moonOrbitRotation, 0.0, 1.0, 0.0); // Rotation for Moon orbit around Earth
rlgl.rlTranslatef(moonOrbitRadius, 0.0, 0.0); // Translation for Moon orbit
rlgl.rlRotatef(moonRotation, 0.0, 1.0, 0.0); // Rotation for Moon itself
rlgl.rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon
drawSphereBasic(.light_gray); // Draw the Moon
rlgl.rlPopMatrix();
// Some reference elements (not affected by previous matrix transformations)
rl.drawCircle3D(.{ .x = 0.0, .y = 0.0, .z = 0.0 }, earthOrbitRadius, .{ .x = 1, .y = 0, .z = 0 }, 90.0, rl.fade(.red, 0.5));
rl.drawGrid(20, 1.0);
}
rl.drawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, .maroon);
rl.drawFPS(10, 10);
//----------------------------------------------------------------------------------
}
}
//--------------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------------
// Draw sphere without any matrix transformation
// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
fn drawSphereBasic(color: rl.Color) void {
const rings: usize = 16;
const slices: usize = 16;
const floatRings: f32 = @floatFromInt(rings);
const floatSlices: f32 = @floatFromInt(slices);
// Make sure there is enough space in the internal render batch
// buffer to store all required vertex, batch is reseted if required
_ = rlgl.rlCheckRenderBatchLimit((rings + 2) * slices * 6);
rlgl.rlBegin(rlgl.rl_triangles);
rlgl.rlColor4ub(color.r, color.g, color.b, color.a);
for (0..(rings + 2)) |i| {
const floatI: f32 = @floatFromInt(i);
for (0..slices) |j| {
const floatJ: f32 = @floatFromInt(j);
rlgl.rlVertex3f(
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * floatI)) * std.math.sin(std.math.rad_per_deg * (floatJ * 360 / floatSlices)),
std.math.sin(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * floatI)),
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * floatI)) * std.math.cos(std.math.rad_per_deg * (floatJ * 360 / floatSlices)),
);
rlgl.rlVertex3f(
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))) * std.math.sin(std.math.rad_per_deg * ((floatJ + 1.0) * 360 / floatSlices)),
std.math.sin(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))),
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))) * std.math.cos(std.math.rad_per_deg * ((floatJ + 1.0) * 360 / floatSlices)),
);
rlgl.rlVertex3f(
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))) * std.math.sin(std.math.rad_per_deg * (floatJ * 360 / floatSlices)),
std.math.sin(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))),
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))) * std.math.cos(std.math.rad_per_deg * (floatJ * 360 / floatSlices)),
);
rlgl.rlVertex3f(
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * floatI)) * std.math.sin(std.math.rad_per_deg * (floatJ * 360 / floatSlices)),
std.math.sin(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * floatI)),
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * floatI)) * std.math.cos(std.math.rad_per_deg * (floatJ * 360 / floatSlices)),
);
rlgl.rlVertex3f(
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI))) * std.math.sin(std.math.rad_per_deg * ((floatJ + 1.0) * 360 / floatSlices)),
std.math.sin(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI))),
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI))) * std.math.cos(std.math.rad_per_deg * ((floatJ + 1.0) * 360 / floatSlices)),
);
rlgl.rlVertex3f(
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))) * std.math.sin(std.math.rad_per_deg * ((floatJ + 1.0) * 360 / floatSlices)),
std.math.sin(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))),
std.math.cos(std.math.rad_per_deg * (270.0 + (180.0 / (floatRings + 1.0)) * (floatI + 1.0))) * std.math.cos(std.math.rad_per_deg * ((floatJ + 1.0) * 360 / floatSlices)),
);
}
}
rlgl.rlEnd();
}