| /******************************************************************************************* | |
| * | |
| *   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) 2019-2023 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 | |
|                             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; | |
| }
 |