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- /*******************************************************************************************
- *
- * raylib [models] example - Waving cubes
- *
- * Example originally created with raylib 2.5, last time updated with raylib 3.7
- *
- * Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2019-2024 Codecat (@codecat) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <math.h> // Required for: sinf()
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
-
- // Initialize the camera
- Camera3D camera = { 0 };
- camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 70.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- // Specify the amount of blocks in each direction
- const int numBlocks = 15;
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- double time = GetTime();
-
- // Calculate time scale for cube position and size
- float scale = (2.0f + (float)sin(time))*0.7f;
-
- // Move camera around the scene
- double cameraTime = time*0.3;
- camera.position.x = (float)cos(cameraTime)*40.0f;
- camera.position.z = (float)sin(cameraTime)*40.0f;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawGrid(10, 5.0f);
-
- for (int x = 0; x < numBlocks; x++)
- {
- for (int y = 0; y < numBlocks; y++)
- {
- for (int z = 0; z < numBlocks; z++)
- {
- // Scale of the blocks depends on x/y/z positions
- float blockScale = (x + y + z)/30.0f;
-
- // Scatter makes the waving effect by adding blockScale over time
- float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
-
- // Calculate the cube position
- Vector3 cubePos = {
- (float)(x - numBlocks/2)*(scale*3.0f) + scatter,
- (float)(y - numBlocks/2)*(scale*2.0f) + scatter,
- (float)(z - numBlocks/2)*(scale*3.0f) + scatter
- };
-
- // Pick a color with a hue depending on cube position for the rainbow color effect
- // NOTE: This function is quite costly to be done per cube and frame,
- // pre-catching the results into a separate array could improve performance
- Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
-
- // Calculate cube size
- float cubeSize = (2.4f - scale)*blockScale;
-
- // And finally, draw the cube!
- DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
- }
- }
- }
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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