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/******************************************************************************************* |
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* |
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* raylib [models] example - Waving cubes |
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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) 2019 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include <math.h> |
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int main() |
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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes"); |
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// Initialize the camera |
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Camera3D camera; |
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camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; |
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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 = 70.0f; |
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camera.type = CAMERA_PERSPECTIVE; |
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// Specify the amount of blocks in each direction |
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const int numBlocks = 15; |
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SetTargetFPS(60); |
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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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double time = GetTime(); |
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// Calculate time scale for cube position and size |
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float scale = (2.0f + (float)sin(time)) * 0.7f; |
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// Move camera around the scene |
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double cameraTime = time * 0.3; |
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camera.position.x = (float)cos(cameraTime) * 40.0f; |
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camera.position.z = (float)sin(cameraTime) * 40.0f; |
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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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DrawGrid(10, 5.0f); |
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for (int x = 0; x < numBlocks; x++) { |
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for (int y = 0; y < numBlocks; y++) { |
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for (int z = 0; z < numBlocks; z++) { |
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// Scale of the blocks depends on x/y/z positions |
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float blockScale = (x + y + z) / 30.0f; |
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// Scatter makes the waving effect by adding blockScale over time |
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float scatter = sinf(blockScale * 20.0f + (float)(time * 4.0f)); |
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// Calculate the cube position |
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Vector3 cubePos = { |
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(float)(x - numBlocks / 2) * (scale * 3.0f) + scatter, |
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(float)(y - numBlocks / 2) * (scale * 2.0f) + scatter, |
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(float)(z - numBlocks / 2) * (scale * 3.0f) + scatter |
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}; |
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// Pick a color with a hue depending on cube position for the rainbow color effect |
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Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z) * 18) % 360), 0.75f, 0.9f }); |
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// Calculate cube size |
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float cubeSize = (2.4f - scale) * blockScale; |
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// And finally, draw the cube! |
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DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor); |
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} |
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} |
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} |
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DrawFPS(10, 10); |
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EndMode3D(); |
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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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} |