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			118 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			4.5 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) 2019-2022 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 };
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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.projection = 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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        //----------------------------------------------------------------------------------
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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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                            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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