diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c new file mode 100644 index 00000000..0fefbcf2 --- /dev/null +++ b/examples/models/models_waving_cubes.c @@ -0,0 +1,105 @@ +/******************************************************************************************* +* +* raylib [models] example - Waving cubes +* +* This example has been created using raylib 2.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2019 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes"); + + // Initialize the camera + Camera3D camera; + camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 70.0f; + camera.type = CAMERA_PERSPECTIVE; + + // 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((Vector3){ (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); + } + } + } + + DrawFPS(10, 10); + + EndMode3D(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/models/models_waving_cubes.png b/examples/models/models_waving_cubes.png new file mode 100644 index 00000000..37a1761e Binary files /dev/null and b/examples/models/models_waving_cubes.png differ