/******************************************************************************************* * * 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 // 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; }