diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c index 0fefbcf24..f6309bd6d 100644 --- a/examples/models/models_waving_cubes.c +++ b/examples/models/models_waving_cubes.c @@ -5,7 +5,9 @@ * This example has been created using raylib 2.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2019 Ramon Santamaria (@raysan5) +* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -23,7 +25,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes"); // Initialize the camera - Camera3D camera; + Camera3D camera = { 0 }; camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; @@ -40,16 +42,18 @@ int main() while (!WindowShouldClose()) // Detect window close button or ESC key { // Update + //---------------------------------------------------------------------------------- double time = GetTime(); // Calculate time scale for cube position and size - float scale = (2.0f + (float)sin(time)) * 0.7f; + float scale = (2.0f + (float)sin(time))*0.7f; // Move camera around the scene - double cameraTime = time * 0.3; - camera.position.x = (float)cos(cameraTime) * 40.0f; - camera.position.z = (float)sin(cameraTime) * 40.0f; - + double cameraTime = time*0.3; + camera.position.x = (float)cos(cameraTime)*40.0f; + camera.position.z = (float)sin(cameraTime)*40.0f; + //---------------------------------------------------------------------------------- + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -60,37 +64,40 @@ int main() DrawGrid(10, 5.0f); - for (int x = 0; x < numBlocks; x++) { - for (int y = 0; y < numBlocks; y++) { - for (int z = 0; z < numBlocks; z++) { + for (int x = 0; x < numBlocks; x++) + { + for (int y = 0; y < numBlocks; y++) + { + for (int z = 0; z < numBlocks; z++) + { // Scale of the blocks depends on x/y/z positions - float blockScale = (x + y + z) / 30.0f; + float blockScale = (x + y + z)/30.0f; // Scatter makes the waving effect by adding blockScale over time - float scatter = sinf(blockScale * 20.0f + (float)(time * 4.0f)); + float scatter = sinf(blockScale*20.0f + (float)(time*4.0f)); // Calculate the cube position Vector3 cubePos = { - (float)(x - numBlocks / 2) * (scale * 3.0f) + scatter, - (float)(y - numBlocks / 2) * (scale * 2.0f) + scatter, - (float)(z - numBlocks / 2) * (scale * 3.0f) + scatter + (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 - Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z) * 18) % 360), 0.75f, 0.9f }); + Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z)*18)%360), 0.75f, 0.9f }); // Calculate cube size - float cubeSize = (2.4f - scale) * blockScale; + float cubeSize = (2.4f - scale)*blockScale; // And finally, draw the cube! DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor); } } } - - DrawFPS(10, 10); - + EndMode3D(); + + DrawFPS(10, 10); EndDrawing(); //----------------------------------------------------------------------------------