diff options
author | vg <vgm+dev@devys.org> | 2020-07-07 16:24:01 +0200 |
---|---|---|
committer | vg <vgm+dev@devys.org> | 2020-07-07 16:24:01 +0200 |
commit | 66dcf910bd4744d8ced56cb9586aa937a1a2d4c5 (patch) | |
tree | df4dca1ae4af1e5df0be0d1f4f2cd0d54751f8e8 /instructables/cube_pc/draw_3d.c | |
download | hic-master.tar.gz hic-master.tar.bz2 hic-master.zip |
Diffstat (limited to 'instructables/cube_pc/draw_3d.c')
-rw-r--r-- | instructables/cube_pc/draw_3d.c | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/instructables/cube_pc/draw_3d.c b/instructables/cube_pc/draw_3d.c new file mode 100644 index 0000000..c3201d9 --- /dev/null +++ b/instructables/cube_pc/draw_3d.c @@ -0,0 +1,96 @@ +#include "draw_3d.h" +#include <math.h> + + +vertex point_rotate_around_point (vertex point, vertex center, float rotation_x, float rotation_y, float rotation_z) +{ + float x, y, z; + float sx,cx, sy,cy, sz,cz; + float xy,xz, yx,yz, zx,zy; + vertex newpoint; + + // Center all the points around 0,0,0 + x = point.x - center.x; + y = point.y - center.y; + z = point.z - center.z; + + // Precalculate sinus and cosinus for each axis rotation + sx = sin(rotation_x); + cx = cos(rotation_x); + + sy = sin(rotation_y); + cy = cos(rotation_y); + + sz = sin(rotation_z); + cz = cos(rotation_z); + + + // Rotation around x + xy = cx*y - sx*z; + xz = sx*y + cx*z; + + // Rotation around y + yz = cy*xz - sy*x; + yx = sy*xz + cy*x; + + // Rotation around z + zx = cz*yx - sz*xy; + zy = sz*yx + cz*xy; + + newpoint.x = zx + center.x; + newpoint.y = zy + center.y; + newpoint.z = yz + center.z; + + + return newpoint; +} + + +// Calculate all 8 corners of a cube. +void calculate_cube_corners (vertex pnt[8], vertex center, float size) +{ + + // Distance from center on any axis. + float dist = size/2; + + // Points + // X Y Z + + pnt[0].x = center.x+dist; pnt[0].y = center.y+dist; pnt[0].z = center.z+dist; // 0 right, front, upper + pnt[1].x = center.x-dist; pnt[1].y = center.y+dist; pnt[1].z = center.z+dist; // 1 left, front, upper + pnt[2].x = center.x+dist; pnt[2].y = center.y-dist; pnt[2].z = center.z+dist; // 2 right, back, upper + pnt[3].x = center.x-dist; pnt[3].y = center.y-dist; pnt[3].z = center.z+dist; // 3 left, back, uppper + pnt[4].x = center.x+dist; pnt[4].y = center.y+dist; pnt[4].z = center.z-dist; // 4 right, front, lower + pnt[5].x = center.x-dist; pnt[5].y = center.y+dist; pnt[5].z = center.z-dist; // 5 left, front, lower + pnt[6].x = center.x+dist; pnt[6].y = center.y-dist; pnt[6].z = center.z-dist; // 6 right, back, lower + pnt[7].x = center.x-dist; pnt[7].y = center.y-dist; pnt[7].z = center.z-dist; // 7 left, bakc, lower + + +} + +void draw_cube_wireframe (vertex pnt[8]) +{ + int i; + + // upper "lid" + line_3d ((int)pnt[0].x,(int)pnt[0].y,(int)pnt[0].z,(int)pnt[1].x,(int)pnt[1].y,(int)pnt[1].z); + line_3d ((int)pnt[2].x,(int)pnt[2].y,(int)pnt[2].z,(int)pnt[3].x,(int)pnt[3].y,(int)pnt[3].z); + line_3d ((int)pnt[1].x,(int)pnt[1].y,(int)pnt[1].z,(int)pnt[3].x,(int)pnt[3].y,(int)pnt[3].z); + line_3d ((int)pnt[2].x,(int)pnt[2].y,(int)pnt[2].z,(int)pnt[0].x,(int)pnt[0].y,(int)pnt[0].z); + + // lower "lid" + line_3d ((int)pnt[4].x,(int)pnt[4].y,(int)pnt[4].z,(int)pnt[5].x,(int)pnt[5].y,(int)pnt[5].z); + line_3d ((int)pnt[6].x,(int)pnt[6].y,(int)pnt[6].z,(int)pnt[7].x,(int)pnt[7].y,(int)pnt[7].z); + line_3d ((int)pnt[5].x,(int)pnt[5].y,(int)pnt[5].z,(int)pnt[7].x,(int)pnt[7].y,(int)pnt[7].z); + line_3d ((int)pnt[6].x,(int)pnt[6].y,(int)pnt[6].z,(int)pnt[4].x,(int)pnt[4].y,(int)pnt[4].z); + + // side walls + line_3d ((int)pnt[0].x,(int)pnt[0].y,(int)pnt[0].z,(int)pnt[4].x,(int)pnt[4].y,(int)pnt[4].z); + line_3d ((int)pnt[1].x,(int)pnt[1].y,(int)pnt[1].z,(int)pnt[5].x,(int)pnt[5].y,(int)pnt[5].z); + line_3d ((int)pnt[2].x,(int)pnt[2].y,(int)pnt[2].z,(int)pnt[6].x,(int)pnt[6].y,(int)pnt[6].z); + line_3d ((int)pnt[3].x,(int)pnt[3].y,(int)pnt[3].z,(int)pnt[7].x,(int)pnt[7].y,(int)pnt[7].z); + +} + + + |