chore: rebase to main with translation ports
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134 changed files with 15456 additions and 10650 deletions
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@ -1,13 +1,17 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Waving cubes
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* raylib [models] example - waving cubes
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★★☆] 3/4
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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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* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
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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) 2019-2025 Codecat (@codecat) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -17,101 +21,125 @@ using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class WavingCubes
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public partial class WavingCubes : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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// Specify the amount of blocks in each direction
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private const int numBlocks = 15;
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public string Name => "Models / Waving Cubes";
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public string Title => "raylib [models] example - waving cubes";
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private Camera3D camera;
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public void Init()
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{
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// Initialize the camera
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camera = new();
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camera.Position = new Vector3(30.0f, 20.0f, 30.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new 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 = CameraProjection.Perspective; // Camera projection type
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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var time = GetTime();
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// Calculate time scale for cube position and size
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var scale = (2.0f + (float)Math.Sin(time)) * 0.7f;
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// Move camera around the scene
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var cameraTime = time * 0.3;
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camera.Position.X = (float)Math.Cos(cameraTime) * 40.0f;
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camera.Position.Z = (float)Math.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(Color.RayWhite);
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BeginMode3D(camera);
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DrawGrid(10, 5.0f);
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for (var x = 0; x < numBlocks; x++)
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{
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for (var y = 0; y < numBlocks; y++)
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{
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for (var 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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var blockScale = (x + y + z) / 30.0f;
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// Scatter makes the waving effect by adding blockScale over time
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var scatter = (float)Math.Sin(blockScale * 20.0f + (float)(time * 4.0f));
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// Calculate the cube position
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Vector3 cubePos = new(
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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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var cubeColor = ColorFromHSV((float)(((x + y + z) * 18) % 360), 0.75f, 0.9f);
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// Calculate cube size
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var 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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public void Unload()
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{
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}
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public static 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 = new();
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camera.Position = new Vector3(30.0f, 20.0f, 30.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 70.0f;
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camera.Projection = CameraProjection.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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var game = new WavingCubes();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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)Math.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)Math.Cos(cameraTime) * 40.0f;
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camera.Position.Z = (float)Math.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(Color.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 = (float)Math.Sin(blockScale * 20.0f + (float)(time * 4.0f));
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// Calculate the cube position
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Vector3 cubePos = new(
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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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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}
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