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--[[
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 camera = -1
local num_blocks = 15
function init()
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetScreenSize()
RL_SetWindowTitle( "Waving cubes" )
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowState( FLAG_VSYNC_HINT )
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 cos = math.cos
local sin = math.sin
local scale = (2.0 + sin(t)) * 0.7
local camera_time = t * 0.3
local camera_pos = RL_GetCamera3DPosition( camera )
camera_pos[1] = cos(camera_time) * 40.0
camera_pos[3] = 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 = 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
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