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waving cubes

★★★☆by Codecat (@codecat)

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//! raylib [models] example - waving cubes
//!
//! Zig-API translation of examples/models/models_waving_cubes.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Codecat (@codecat) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [models] example - waving cubes");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Initialize the camera
    var camera: rl.Camera3D = .{
        .position = .{ .x = 30.0, .y = 20.0, .z = 30.0 }, // Camera position
        .target = .{ .x = 0.0, .y = 0.0, .z = 0.0 }, // Camera looking at point
        .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
        .fovy = 70.0, // Camera field-of-view Y
        .projection = .perspective, // Camera projection type
    };

    // Specify the amount of blocks in each direction
    const num_blocks = 15;

    rl.setTargetFPS(60);

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        const time = rl.getTime();

        // Calculate time scale for cube position and size
        const scale = (2.0 + @as(f32, @floatCast(@sin(time)))) * 0.7;

        // Move camera around the scene
        const camera_time = time * 0.3;
        camera.position.x = @as(f32, @floatCast(@cos(camera_time))) * 40.0;
        camera.position.z = @as(f32, @floatCast(@sin(camera_time))) * 40.0;

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        {
            rl.beginMode3D(camera);
            defer rl.endMode3D();

            rl.drawGrid(10, 5.0);

            for (0..num_blocks) |x| {
                for (0..num_blocks) |y| {
                    for (0..num_blocks) |z| {
                        const xyz = x + y + z;

                        // Scale of the blocks depends on x/y/z positions
                        const block_scale = @as(f32, @floatFromInt(xyz)) / 30.0;

                        // Scatter makes the waving effect by adding block_scale over time
                        const scatter = @sin(block_scale * 20.0 + @as(f32, @floatCast(time * 4.0)));

                        // Calculate the cube position
                        const half = @as(f32, num_blocks) / 2;
                        const cube_pos: rl.Vector3 = .{
                            .x = (@as(f32, @floatFromInt(x)) - half) * (scale * 3.0) + scatter,
                            .y = (@as(f32, @floatFromInt(y)) - half) * (scale * 2.0) + scatter,
                            .z = (@as(f32, @floatFromInt(z)) - half) * (scale * 3.0) + 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
                        const cube_color = rl.colorFromHSV(@floatFromInt((xyz * 18) % 360), 0.75, 0.9);

                        // Calculate cube size
                        const cube_size = (2.4 - scale) * block_scale;

                        // And finally, draw the cube!
                        rl.drawCube(cube_pos, cube_size, cube_size, cube_size, cube_color);
                    }
                }
            }
        }

        rl.drawFPS(10, 10);
    }
}
/*******************************************************************************************
*
*   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)
*
********************************************************************************************/

#include "raylib.h"

#include <math.h>       // Required for: sinf()

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");

    // Initialize the camera
    Camera3D camera = { 0 };
    camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 70.0f;                                // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type

    // Specify the amount of blocks in each direction
    const int numBlocks = 15;

    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------

    // Main game loop
    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;

        // 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;
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                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++)
                        {
                            // Scale of the blocks depends on x/y/z positions
                            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));

                            // Calculate the cube position
                            Vector3 cubePos = {
                                (float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
                                (float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
                                (float)(z - (float)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
                            Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);

                            // Calculate cube size
                            float cubeSize = (2.4f - scale)*blockScale;

                            // And finally, draw the cube!
                            DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
                        }
                    }
                }

            EndMode3D();

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.