120 lines
4.8 KiB
C
120 lines
4.8 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - Waving cubes
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*
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* Example originally created with raylib 2.5, last time updated with raylib 3.7
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*
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* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2024 Codecat (@codecat) and 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> // Required for: sinf()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 = { 0 };
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camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 70.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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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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//----------------------------------------------------------------------------------
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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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//----------------------------------------------------------------------------------
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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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{
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for (int y = 0; y < numBlocks; y++)
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{
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for (int z = 0; z < numBlocks; z++)
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{
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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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// NOTE: This function is quite costly to be done per cube and frame,
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// pre-catching the results into a separate array could improve performance
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Color cubeColor = ColorFromHSV((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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EndMode3D();
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DrawFPS(10, 10);
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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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}
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