--[[ Contributed by Codecat (@codecat) Reviewed by Ramon Santamaria (@raysan5) Modified by Teddy Astie (@TSnake41) for Lua binding. Modified by Jussi Viitala (@nullstare) for ReiLua style. ]] local winSize = RL_GetWindowSize() local camera = -1 local num_blocks = 15 function init() local monitor = 0 local mPos = RL_GetMonitorPosition( monitor ) local mSize = RL_GetMonitorSize( monitor ) local winSize = RL_GetWindowSize() RL_SetWindowTitle( "Waving cubes" ) RL_SetWindowState( FLAG_WINDOW_RESIZABLE ) RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } ) camera = RL_CreateCamera3D() RL_SetCamera3DPosition( camera, { 30, 20, 30 } ) RL_SetCamera3DTarget( camera, { 0, 0, 0 } ) RL_SetCamera3DUp( camera, { 0, 1, 0 } ) end function draw() local t = RL_GetTime() local scale = (2.0 + math.sin(t)) * 0.7 local camera_time = t * 0.3 local camera_pos = RL_GetCamera3DPosition( camera ) camera_pos[1] = math.cos(camera_time) * 40.0 camera_pos[3] = math.sin(camera_time) * 40.0 RL_SetCamera3DPosition( camera, camera_pos ) RL_ClearBackground( RAYWHITE ) RL_BeginMode3D( camera ) RL_DrawGrid( 10, 5.0 ) for x = 0,num_blocks - 1 do for y = 0,num_blocks - 1 do for z = 0,num_blocks - 1 do local block_scale = (x + y + z) / 30 local scatter = math.sin(block_scale * 20.0 + t * 4.0) local cube_pos = { (x - num_blocks / 2) * (scale * 3.0) + scatter, (y - num_blocks / 2) * (scale * 2.0) + scatter, (z - num_blocks / 2) * (scale * 3.0) + scatter } local cube_color = RL_ColorFromHSV( (((x + y + z) * 18) % 360), 0.75, 0.9 ) local cube_size = (2.4 - scale) * block_scale RL_DrawCube( cube_pos, { cube_size, cube_size, cube_size }, cube_color ) end end end RL_EndMode3D() RL_DrawFPS( { 10, 10 } ) end