/******************************************************************************************* * * raylib [models] example - waving cubes * * Example complexity rating: [★★★☆] 3/4 * * 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) 2019-2025 Codecat (@codecat) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System; using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Models; public partial class WavingCubes : IExample { private const int screenWidth = 800; private const int screenHeight = 450; // Specify the amount of blocks in each direction private const int numBlocks = 15; public string Name => "Models / Waving Cubes"; public string Title => "raylib [models] example - waving cubes"; private Camera3D camera; public void Init() { // Initialize the camera camera = new(); camera.Position = new Vector3(30.0f, 20.0f, 30.0f); // Camera position camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 70.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type } public void Update() { // Update //---------------------------------------------------------------------------------- var time = GetTime(); // Calculate time scale for cube position and size var scale = (2.0f + (float)Math.Sin(time)) * 0.7f; // Move camera around the scene var cameraTime = time * 0.3; camera.Position.X = (float)Math.Cos(cameraTime) * 40.0f; camera.Position.Z = (float)Math.Sin(cameraTime) * 40.0f; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawGrid(10, 5.0f); for (var x = 0; x < numBlocks; x++) { for (var y = 0; y < numBlocks; y++) { for (var z = 0; z < numBlocks; z++) { // Scale of the blocks depends on x/y/z positions var blockScale = (x + y + z) / 30.0f; // Scatter makes the waving effect by adding blockScale over time var scatter = (float)Math.Sin(blockScale * 20.0f + (float)(time * 4.0f)); // Calculate the cube position Vector3 cubePos = new( (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 // NOTE: This function is quite costly to be done per cube and frame, // pre-catching the results into a separate array could improve performance var cubeColor = ColorFromHSV((float)(((x + y + z) * 18) % 360), 0.75f, 0.9f); // Calculate cube size var cubeSize = (2.4f - scale) * blockScale; // And finally, draw the cube! DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor); } } } EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- var game = new WavingCubes(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }