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raylib-cs/Examples/Models/WavingCubes.cs
2026-07-29 19:58:47 +02:00

141 lines
5 KiB
C#

/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
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;
}
}